#archived-game-design
1 messages · Page 36 of 1
Can we talk about how telling people to use pixel art is not a good idea if their goal is to stand out in the video game industry 🤔
It's truly just sending them to become another fish in the ocean
You can have pixel art and still have a unique look and gameplay. The same thing could be said about any art style if you think like that
That's not true, some art styles are clearly more used than others, and pixel art has clearly been overused to the point almost any new game made in that style looks like "student project #455924"
@chrome hollow Don't crosspost your questions.
In your opinion
As if all pixel art is one singular art style anyway
Well regardless of my opinion it just seems wrong to mislead newbies into an artstyle with which only one out of a million games will be original
It also discourages variety, which is necessary for originality, even for pixel art itself
This just sounds like "I don't personally like a thing therefore it's bad and wrong"
Why is it so hard to critique your own work?
I'm trying to decide, for my second game, my first game is a game about collecting 8 pieces of cheese, should i make my second game a bit more complex?
I'm a low poly horror dev
9 peaces of bananna
I mean
I can say about my work that its trash
Even image of it has more space than... the actual game
I think pixel art is wonderful, and there is absolutely potential to not look like every other game out there.
shouldn't it be like "pixel art can be wonderful..."?
No.
Pixel art is wonderful, but I guess some people can do it poorly.
Everyone's always so negative about everything, I like to default to liking things unless they make me hate them. I've found it's a much more pleasant way to look at the world.
aren't you too generalizing?
As opposed to reacting to calling the pixel art he hasn't shown us shitty and generic and oversaturated? No, I don't think so.
I think not everyone being so negative about everything
Oh, then yes, in general, yeah, everyone is too negative, that's a very broad statement.
Every article I read is "Fans of this game HATE what the developers are doing" or "OUTRAGE over the new sequel to whatever" or "Everyone is boycotting Netflix over their new show"
If you wanna do pixel art, put your fuckin heart into it and do it well. If you love it, other people will love it. It's literally got "art" in the name, it's completely subjective.
I don't really get your point, but I'm dont want to drag this off topic topic further, so... yeah...
Imo I use vectorial art. It give me more flexibility in resolution, color, animation and shape. My big cast of characters are based of the same vectorial character maker
This is also the only one style I'm good at.
You've completely misrepresented what I was saying while simultaneously speaking about seeing things positively
It's not about judging whether pixel art is "shitty" or magnificient, it's about how it is advertised as this best and only artstyle for indie devs, and praised as something so grand and unique just as you are doing right there, when at the very least the former is completely wrong. It's also about how pixel art fans indirectly kill other art styles in the indie gaming community by only ever talking about pixel art and making it look to newbies like there is no other choice.
It is a saturated artstyle, that's not to say it is good or bad, it's to say your game isn't going to stand out visually if you chose that path, unless you're that one person in a million who invents something like Noita.
And for the record, I'm having none or your passive aggressiveness buddy ;)
Ignoring the art side for a bit, it might be worth considering the animation process for each style. Rigged 2D animation sounds a lot more pleasant than moving every pixel individually (assuming your art isn't derived from a 2D rig, which is also worth thinking about) sounds like a lot more work, especially if the pixel count isn't trivial.
All I said was I think pixel art is wonderful. Because it is. I also enjoy low poly.
You can combine 2D rigged animation with pixel perfect camera for rigged pixel art animation
but the perceived frame rate can be inconsistant and overall look not as good as hand made sprite sheet pixel art
Low poly is fantastic, see that sort of artwork never gets to be used enough due to pixel art advertisement taking all the newbies away from it
And also the fact that low poly is for 3d and pixel art is for 2d. Also, I'm of the opinion that mechanics make the game, so if you can find the fun with prototype blocks, whatever graphics u slap on top will be fun too.
Vector art is nice and arguably easier to work with than pixel art
Vector art is also wonderful too! But theres definitely more tutorials, resources, and engine support for pixel art and sprites. If u want more people to use vector art as beginners, maybe release some resources or something? Be the change you want to see in the world!
No hate on any art style. Styles move in and out of fashion, but if you make a good game, people will play it long past the current "art meta", and it will be charming and nostalgic for that when that style was popular.
It's a good point that usually building on new stuff is more productive than pointing out what may be wrong with current stuff
Ever seen Cuphead, it's a pretty original idea
I mean the artstyle is old as hell but I had never seen a game use 50's cartoons artstyle
I guess i could release my vectorial character maker if i tweak it it be user friendly 🤔
Hell yeah.
And yeah, I thought cuphead looked awesome, but I dont think that's realistic for someone just starting out to be able to copy. A lot of time and a lot of talent went into the way Cuphead looks.
Also I loved Vectorman for the Sega genesis
all the characters in my game and there's a lot are based of one character maker i made. I can adjust height, muscle, cloth, color and with a rigged animation there's so much versatibility in vectorial art
I am not disagreeing with you at all. And I think the more people do to make that style of art approachable for developers, the more types of games you will see using it.
there's so little ressource in unity 2D compared to 3D
I didn't want to start a whole new art style so i picked vectorial, but i dont think its harder to do
what's standard metriodvania controls? Arrow keys, z and x?
and, would It be better to flip the character and not just the sprite when making one? Since, shooting is right in front of you?
Could anyone point me to any sources or articles that touch on planning for city designs in games? or perhaps any workflows that need studying before setting up a city like environemnt.
how to remove jagged lines
some cool free assets for making a apocalyptic city / town ?
Im working on a game that is just a player constantly moving up and tap to change direction, would i be best of just having a scrolling background or make the map create itself while game is running?
Infinite Runner? Then it's best to have both
hmm probably yeah but score based as soon as score goal is reached level ends
so i think just make it randomly generate
hey guys
what do you think makes a spaceship memorable
think
like
millenium falcon, the normandy from mass effect
like what makes a things design stick into your head
hmig thats a little more art and philosophy than i wanted
yeah nvm thats like art philosophy ill ask an art friend
im not that into sci-fi but something like the millennium falcon has a very memorable shape if that makes sense, you could make it completely black but id instantly still recognise it as the millennium falcon
Is it good to have the UI in seperate scene?
Any thoughts about differences in developing a mortal kombat like game in 2d versus in 3d using a side camera view?
imo, there are things easier to do in 3d than 2d, like smooth slow motion, parallax scrolling, sidesteps, etc...
Does anyone know a good article about what a F2P game is?
F2P usually stands for "Free to play"
a F2P game doesn't include micro transactions that give the player better gear or more content & is also free to download
@heady oxide I think the millennium falcon is memorable for a few reasons. First of all it’s simplicity directly correlates with the “universal identity of the traditional UFO” specifically is circular shape. Another reason may also be that it was designed so long ago and many people have seen it and talked about it. But I think the most important thing is the overall simplistic design. If you are trying to make a eye catching starship. Try creating a 3D model of your vision, BUT very importantly try to create it in a low poly form, once that is done, try to simplify it even more, less polys less polys less pious until you have this general simple shape that you think “hmm I like this shape, it’s unique and could look very nice with lots of detail”. Once you get to that stage start adding details to it, take inspiration from other famous starships and just keep going. But like I said the most important thing is to create an ULTRA low poly version of your vision. Because people brain when they look at things memorize the silhouette of something before anything else. You want the silhouette to be basic. But have great detail within that shape. A good example of this theory working is... “who’s that Pokémon!!!!!!” Dun dun dun! It’s charizard ! Hope this helps
I need some help choosing backward character movement: https://www.strawpoll.me/45211566
Please check out and vote. Thank you.
Also keep in mind this is a very basic take on the idea of creating something memorable. Once you master the basics you can implement your own theory’s and make something genius. Only the best of the best can do this seemlessly
@half lion hey I don’t think there is a correct way to do things. I can’t give a good answer for the pole because it is too general. Both answers are great answers, just depends on the mechanics of the game and what’s best for it
thank you for the specific feedback. i agree there is no singular correct way. i need help choosing however. Its been a week and Im still not certain.
thanks man
@half lion no problem. I’m currently working on a 3rd person/god camera type of game right now. Where it’s kinda similar to the camera/ movement setting as world of Warcraft. Pushing down on the arrow keys or ‘S’ makes the character turn and look in the “south” direction. So the character is always looking in the direction of movement, but I’m implementing a different movement system when holding right mouse click down, which locks the characters forward direction to the same direction the camera is looking. Now when pressing the down arrow key or ‘s’ the character back peddles/walks backwards. And pivoting the camera is controlled by moving the mouse left or right. Letting go of right mouse click will lock the camera in that direction and reverts back to regular character movement. It’s kinda like a “lock on to enemy” camera system... like legend of Leda ocarina of time. But modernized. I’m sorry I can’t really vote on the pole you posted. I just feel like I have no idea what your project is like so instead I decided to tell you about my project and what movement option I opted for. Hope this helps
your input is helpful. the poll is pretty set at 70/30 backwards makes you go backwards. im trying to keep things simple; so backwards it is.
Can someone tell me what is the **best **program for designing game environment?
I'm not interested in programming...
Designing in what sense? What kind of environment? What kind of output do you want to have?
I think it feels more natural walking backwards, but if it is a console game like Spyro the Dragon, it does make sense turning around and running
There are plenty 3D modelling tools, and most of them are good and is just about what you like the most. I basically exclusively work with cube voxels, so magicavoxel or whatever it's called is my only tool. I don't use it that much anymore though
Thank you 🍞
🙌
How “free” is the camera? Is it a shoulder camera like in Warframe or a more orbital camera?
Great questions. Thats also up in the air. Ive been looking at this question for some weeks. Changing camera moment needs to be adjusted with character movement no matter what.
Because I really think you need to take that into consideration. If it’s an extremely free orbital camera like in GTA, I think that the character has to turn around, and not just walk backwards.
consensus is that free moving camera pairs with free moving character: pushing backward makes character go backwards. Fixed cameras are used with the walking backward option.
yes! you are both correct and agree with the norm.
However if the camera is relatively close to the player (Over the shoulder type of deal), why not make the character walk backwards. It would be somewhat like emulating a first person game in terms of movement mechanics but still be able to see your character and have a bit more freedom with the camera movement, since it’s 3rd person
^ this is the overwhelming majority choice of what to do. pressing backward makes the character walk backward: this is with a somewhat fixed camera. yes, over the shoulder-ish.
https://www.strawpoll.me/45211566/r
its 65/35 on the poll i opened this morning
I like it to turn and run rather that run backwards, at least when I'm not aiming/shooting.
It's rather boring to have to look at the character's back all the time
I want to make a randomly generated, low poly city for a game, but I have no idea what the game would actually be....
Any and all ideas welcome
you ride around on a scooter/moped delivering food for uber eats
alright sweet deal
@muted quarry Please don't cross-post.
@sudden pendant Okay, my bad. I wasn't sure where to ask that so I put it in both channels.
@gloomy sandal Don't crosspost.
@muted quarry This doesn't seem to be game design related
@pine kite I figured it did because the character is art. Where does it belong then?
For art we have specific sections, but this seems more like a #💻┃unity-talk problem
This section revolves around topics you would put into your design document
@pine kite Oh okay. Thanks for clearing that up.
When designing a top-down shooter, is it usually better to go with a camera follow? Or like Binding of Issac where the camera remains static? I ask because I'm not sure if it'd also be better to have rooms similar to binding of Issac, or to have more complex looking rooms like Enter the Gungeon.
Seems like it just depends on what sort of levels you want. Can you express everything you want in terms of level design within a one screen?
More involved camera rigging could allow both
I mean yeah I can fit everything in one whole frame, I've made sure all assets remain at the same resolution, but I originally came in thinking making bigger/longer rooms, which obviously does have to have some form of camera following, so what I did was make a script that only moves horizontally/vertically if the player would move towards the border, but primarily static.
I made a free worldbuilding wiki template if some people might find that useful for big fantasy projects 🗺️
Do you have BIG creative ideas? Making a wiki (in Notion) can help you flesh out and keep track of all the characters and details in your fantasy and fictional projects.
The "Wiki for Fantasy Worldbuilding" template is here:
https://www.notion.so/homemech/Wiki-for-Fantasy-Worldbuilding-d672d726c59a4f8cbb68439c4bf11d99
This is our first non-ga...
Anyone got any beginner projects ideas things i have done include a simple platformer mobile tap game and pong
What "analytics" related tools do indie developers use to help them balancing the game or identifying broken things?
Example of questions I would like to know (I'm making a shooter and have spent the last weeks working on the enemies):
- How much damage is each enemy doing?
- What is their hit rate?
https://unity.com/features/analytics never had to use it though, yet.
will try it 🙂
Hey! So, I was told to jump here from #💻┃code-beginner !
Right now, I'm concepting a game where each party member sees the world around you differently.
So, is this the sort of thing where I would try to have... The ability to toggle through
-Camera follows X character
-You now control X character
and it gives the sense of "switching protag character"?
...and try to associate different visual effects via.... .... I want to say flags?
I haven't messed with Unity itself yet, I'm still in the design phase and want core details like this pinned down before I go forward with modelling and testing stuff
Would it be the sort of thing where I have a check run on toggle to populate new data somehow? I'm hoping to have it so that different things stand out to different party members from the surroundings.
Ex. the healer sees herbs, the mage sees magic flows, so forth.
I know it's possible but I don't know how I would do it, and I'd kind of like to have some concept of how that could be done before I go forward with anything
Anything in your game can be changed, and everything is changed using different functionality. So, yes, you can do all of that, but nobody is going to be able to tell you "how", since it entirely depends on the "what" you're changing.
Okay, that's both reassuring and helpful, while also being a little intimidating 👌
Thank you
I guess that's a bridge I'll end up crossing a little later on once I know my basic list of features for everybody.
... My thought right now is where I could figure out the hows since you're right, it depends entirely on what I'm up to
Mostly it's a matter of animations and collectables.
You said yourself you haven't actually begun learning Unity, so you're not going to know the how.
That's fair. It may hit me with an epiphany as I learn to even implement this stuff.
Just start actually learning the engine and development, because anything we explain to you will just go over your head anyway.
👉 👉 Dang, you right
Thank you for confirming it though. I guess this is the part where I like... If I have a handful of stuff I'd want to implement, say -- two party members and an animation for each, I could get some help if I need it to pair them off?
It's really important to the game's overall concept that each party member stands out from each other with unique anims and worldview
You can get help if you need help, but that help can't be "how do I do all of this?"
There are plenty of tutorials and courses you can find that'll teach you the basics.
djhfjhf God, no of course not
Some are pinned in #💻┃unity-talk.
But don't start by trying to find tutorials that'll meet your specific needs, just learn everything and anything.
Thank you, that's really helpful to hear. I hope I didn't come off like I was looking for someone to build it for me 🥴 It's just that I don't know what the engine is capable of or if I'd need new tools, so it's great to check with someone who can confirm that my concept is workable
The engine will do everything you need, the only additional tools would be for creating art.
Are there tools I need to swap out a character model in a game for another? Every guide on youtube wants me to download a different software and it feels sketchy
@next nexus Seek official support with that game's community. Not the place to discuss any unsupported modification to games.
got it
@cerulean hornet Collab posts are made on dedicated forum threads, pinned in #💻┃unity-talk
Thank you
@carmine marten I have a tutorial on random name generation with Unity Visual Scripting 😉 https://youtu.be/ttYqVACRhEE
In this Bolt tutorial for Unity we're going to learn UI text and Text Mesh Pro (as well as some tricks for working with strings and lists) through generating some wacky characters!
This is for beginners--don't be intimidated by some of the extras I've included in the project! It is just to make generating the names a bit more fun (the final ...
Just make a list of characters and switch between them and in the controller see if currentöy active character is the same as the selected character if so move if not don't move
And make the camera follow the active player
22 is just regular ol iceland
what ability it's cool have in a 2d game?
@olive oyster looking for a genius wife (Crusader Kings 2)
what stops games from becoming boring? because of such an influx of similar games in the industry, it feels like gaming is boring now because games are just becoming clones of eachother. how can I make something that doesn't fall for this fate? how can i make a game look special and something you should buy and play normally?
I was thinking about this and simplifying the stats. The main four stats, if simplified, would be health, attack, speed, and vision. From what it would imply, 0 attack would mean you couldn’t deal damage, at all. If I am to want a character with 0 attack, an armless character, as you will, wouldn’t be able to do so regularly, via just punching whoever, attacking at a stationary position, but more by how far they traveled, kicking. The farther they were from the target before they moved towards them, the stronger the attack. Closer’s weaker and adjacent is almost 0. Thoughts about this form of attack?
@wide ledge there are many ways, but here's an article that is particularly great on the subject from a Magic The Gathering designer https://magic.wizards.com/en/articles/archive/making-magic/narrative-equity-2018-07-09
Narrative Equity is the quality of designing in mechanics that allow for the player to create a great story--note that this does not mean the lore story of a game. The example given is when the designer's daughter won at the arcade and rather than choose a better prize she said "Okay, I'd like all my winnings in licorice."
🍬 🍬 🍬 🍬 🍬 🍬 is the better story than 👑
In a lot of old 2D sprite games they kind of cheated with a lot of bigger bosses in terms of making their sprites. For example you could have a dragon whose head was connected to the body via a bunch of circular sprites. Gleeok from the original Legend of Zelda for example. If I wanted to do something like that in unity, would I basically be using hinge joints connecting all the pieces together or would there be better ways of designing this?
Example of what I mean: https://www.youtube.com/watch?v=PIY1KTHvvq4
The Gleeok boss battle in Level 4 "The Snake" from The Legend of Zelda.
Brought to you by Zeldapedia
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@sturdy locust physics can be expensive, you could use regular parent/child rotations or the new 2D rigging system.
I think my biggest concern with the rigging system would be wouldn't that pretty much tie all movement into the animation? Like if I wanted to add a little bit of randomness to how the head moves that'd be a problem. Parent/child rotations might be promising but I don't really have any notion on how that'd work honestly so any information I could be directed to on that would definitely be helpful.
Do you use C# or something like Bolt/Unity Visual Scripting? @sturdy locust
C#
K, are you familiar with DoTween?
I've definitely heard of tweening and that was on my list of things to look at when I start working on my menus.
Nice, yeah, I didn't start working with it till later on either which is why I made a youtube tutorial on it for Bolt/UVS to help beginners learn about it sooner. 🙂 Anyways, I think that'd be a great way to do this, I think it'd be DoRotate and you can specify the amount to rotate and the duration.
That same script could tell the child object to DoMove while the parent object is rotating.
If you want to do a long spine of things though, it's probably best to make it a rig, check out some of the ik assets on the store.
Might not be necessary though.
uMotion is great for doing rigged animations.
I think there are random-ish animation curve settings too?
I'll have to add notes on this then, thank you. Have to look closer at the rigging especially if you think that could work still. Basically I plan on having a dragon boss but I'm not a sprite artist and my budget is verrrrry limited.. so I figure if I focus on just having the head do things, I can work around that.
i've been working on building this little city for a cpl months now
and it feels like an awkward duck 😦
but we havn't done any lighting yet so
maybe it'll look nicer in the end? :/
kind of an odd discussion question here. Do you guys think a game would do better if sold at a low price point, or if offered free with a patreon link/donation button. I feel like people are just going to pirate if they want a single player game so might as well just let those who want to pay pay and otherwise let those who would pirate do so without risking their own ass
probably just go for the low price point and also include the patreon link button maybe
usually when i pirate a game if i enjoy it i buy it aftwards
twice sometimes
yeah but thats kind of the idea behind just making it free
if you like it, pay for it, if not its all gucci
I understand I will probably make less money this way, but more people will see and enjoy what I've created atleast
i feel like making it cheap makes it seem like a cheaply made game
when in reality the point of making it cheap was to get more people to try it out
kinda symptomatic of imposter syndrome though
you put a lot of work into it - price it at what its worth 🙂
aim for the moon, wcs you miss and end up in the cold abyss of space - forever
If anyone has any unique and interesting ideas for survival mechanics an advanced robot stuck in some wilderness would encounter - I'd love to catch a pm with said ideas 😄 So far I'm considering overheating, oxidation caused by moisture intake, these types of things
maybe manufacturing defects..
Is this game set in a futuristic apocalypse or something?
Cause my thought was that perhaps the world was so advanced that computer viruses began to exist on physical objects. Scratching yourself on metal could mean transferring bytecode into your system that manifests as a virus
Perhaps cleansed by recovery disks that burn out on use
Perhaps consider going the Wall-E route where he has to constantly harvest parts from other dead robots and replace himself
The robot itself must have a power source yes?
If its solar, consider putting him a jungle with dense overbrush, and he must find clearings of sun to recharge in.
If it's electrical consider that he must harvest potatoes and circuit them for small amounts of electric recharge
If its nuclear make the entire game set in russia
Power already kind of a thing - works similarly to stamina, but can be dumped to fill power cores used to power machines
I like the idea of natural viruses though, thats the kind of unique stuff I was looking for
Setting is undertermined time, undertermined location, presumably distant enough in the cosmos so nothing remotely human or human based will be encountered
yeah i mean if its a robotic world then its going to have robotic problems
robotic insects that carry malicious code
transferred by byte 😘
aye, or dangerous fogs in dangerous areas, that can corrupt software
just make it electrical storms
oo could have the mechanic manifest in glitchy movement and behavior
like software errors
i mean it kind of sounds like you're making robot limbo
like the game limbo
where theres electrical storms and you have to find a plug and unplug to get past or something
haha 🙂
see this is easy for me cause I kind of see humans as carbon robots, so whereas we eat, robots recharge, we need water, robots need lubrication liquid
mmm lubrication a possibility too
I dont see a downside to having like 10 survival aspects to manage
git gud and whatnot
why not do something like unravel where you're strapped to a plug to keep you powered but have to figure out the puzzle with your limited movement distance
or you can only not be plugged in for a limited amoutn of time
so you carry around this heavy power bank, but when you solve a puzzle you need to drop it and do the puzzle bit real quick then run back and replug
mmm thats not a horrible idea - it would be similar to astroneer's oxygen mechanic
where you'd need a power station and relay beacons to keep yourself plugged in
in fact I'm def going to do that 😛
power always goes down!
puts it in update
yeah i think you could do something like, you have this heavy power generator backpack but it makes you slow
so when you need speed for a puzzle or something you can detach it
but you have to get back to it ASAP
so its a choice of where to drop it, and if you even should
I like the idea of natural computer viruses though, thats a real cool one - I'm trying to go high-sci-fi themed, plans for one the enemies to be flying cyborg snakes, that shoot missiles
just, crazy unrealistic stuff - game lore will pass it off as legit, of course.
made a broken ass weird shader that makes things look extradimensional, the snakes won't be moving.. just.. right
somethin off bout them sneks!
Okay my turn for advice
I have a game wherein the core mechanics involve buying and selling items to visitors
I find myself faced with a conundrum however.
Do I
A) arrange my events in such a way that customers show up that specifically want items that you have previously purchased, guaranteeing that you will always have opportunities to sell items you have
B) Arrange my events in such a way that customers show up that want items you have had the OPPORTUNITY to purchase, thus allowing you to miss chances
or C) just let customers show up wanting a variety, and you may or may not have had a chance to purchase
For our baking game, customers have a 'wishlist' of things they want in priority order. You could do something similar, where the lowest item is at least something the player has unlocked.
so customers desire multiple things, one of the lower valued things being a guaranteed item that you possess
Yeah, that's one way you could tackle it.
now my game has the possibility for the player to possess nothing, as in he has sold all his inventory
so if buyers continue to show up, then the player would have no action to take
should I accept this as a consequence of player choice?
basically im hitting a conundrum of programming dynamic events that occur based on player inventory
or static events, and whatever happens happens
Why not both. Have the customers arrive, and 'shop', and if they find something on their wishlist, they pick it up.
That would be just a normal routine. Then you can have special events that are based on different things like what the player has in stock, or some future trend ("For the next few days, blue items are going to be popular!")
It's just an example, do whatever makes sense for your game.
thanks for your input
What are better controls for a platformer? WASD and Space or Arrow Keys and Z
Just add both for accessibility, if you don't need the other keys for anything else.
k
How does an equipment changing system work like in dark souls? Did they create a separate character model for each changed piece?
i am making a game in unity where you walk circualy around a planet looking for suggestions
Perhaps you could have the player walk around a planet circularly
About what?
I am currently working on a 2d party platformer where 2-8 people must race each other towards the top of a pyramid, meanwhile the pyramid is slowly filling with lava.
The character is similar to the N++ character and there are items spread around the map to knock other players down/slow them down. I was wondering if you guys think this idea is worth pursuing and if there is already a game like this?
Why does my ui always look like trash? Can somone please help?
can i ask how to code stuff in here
Maybe if you need help on how to translate your design from paper to code, other than that there's an entire Programming division in this discord server for discussing code
I plan on doing an rpg style battle system, and in order to determine turn order i plan to use what i am calling a "double cycle turn order". the rules would be units with double the speed of any other unit would go twice before that unit. before solving for all this there would be slight rng to mix it up a touch:
Example, 4 units - ally one has 99 speed, ally two has 30, enemy one has 16, and enemy two has 45. this would result in a turn order that looks like:
A1, A1, E2, A2, E2, E1, A2, E1.
after that order it would repeat (this is with no rng, with the rng i have planned, E2 could go before the second A1 with proper rolls)
thoughts? are there any major downsides i am not noticing? i wanna reward having excess speed and still not punish units with low speed. I also want to add rng to avoid boring speed systems like what pokemon has, speed is a variable with a binary result, boring.
there would be a max of 12 units in any single battle, and a max turn limit of 30 turns. so that would be giving everyone 2 actions guaranteed, then 6 more turns given to the next 6 fastest, potentially resulting in 4 turns for the 3 fastest units
iirc, it has been done in some final fantasy games (FF2 & FFX), and I think it works well (and, imo, better than the standard ATB).
right now im currently working on a RPG platform fighter rouge like game, sounds complicated,
how the game will work : you gain a random ability each floor and thats ALL you get for the rest of the run, [unless you use an item that gives a ability] the ability is chosen as follows
MAIN : TYPE : SUB,
a main ability is selected, like. for example : Gravity, a type is selected. like : Reverse and a sub ability, in this case : Everything [Enemy x2]
so when this ability is used, Every object's gravity in the room will reverse. but any enemies in the rooms gravity will be doubled and also flipped, so they move twice as slower,
every 25 levels you get from leveling up [the rpg part] your ability gets stronger, so. that everything flipped [Enemy's x2] becomes Everything flipped [Enemy's x2 + Slam] so when the ability ends everything is slammed into the ground, including the player,
thoughts? im new to game development and dont want my first project to be "bad"
So the game you're making is an RPG platform fighter rogue-like... with that in mind here are some thoughts:
For the RPG part --- Being able to level up doesn't automatically make a game a role-playing game. Think of RPGs as games where you're "getting into your character" in some way. That can be done with either giving them a unique job in-game (like tank or support for example) or maybe something like mechanics for players to express character, like in-game acting. In a single player game, you can make it to where you can control multiple characters, each containing their own job. So far what you have isn't necessarily bad as a game it's just that if you really want to make this a role-playing game... I recommend putting more role-playing in your design.
For the fighter part --- Usually when games are in the fighting genre they're usually referring to games where you’re in some sort of arena combating against supposedly equal opponents. The reason for this is because people who are into fighting games usually like to fight online or against their friends. Is this what you had in mind or were you thinking of a more generic platform-action type of game. Neither of these choices are bad just to clarify.
For your random ability system (the MAIN : TYPE : SUB part) --- Could you try to explain that part again? There were a lot of odd breaking points in your description. That, and it’s kinda hard to know what’s the real difference between MAIN, TYPE, and SUB. What makes a component MAIN? Are SUB parts always about what the ability targets? If it’s not MAIN/SUB type, then what is MAIN/SUB?
Having answers to these questions can help coding your project a lot less confusing when coding. Also, trying to get some pressure off your shoulders… it’s nice to have a good first project but don’t be ashamed if your first project turns out to have kinks in some ways. I mean… it’s your first ever project after all.
sorry, i'll explain main : type : sub part again
Main : the general thing your ability will be about, like the example used. Gravity. that ability will do something with Gravity, if it was time, your ability would do something about Time
Type : this part tells you what will happen when you use the ability, in the example used. it will Reverse gravity. flipping the gravity of what ever the SUB is,
Sub : this basically tells you what will be effected when you use the ability, for more examples : [Everything but player] [Only player] [Half of all objects] [Half of all enemies]
Have you tried using terminologies THEME : EFFECT : TARGET?
Instead of MAIN : TYPE : SUB?
So my idea for a game is kind of two dimensional but it's not really animated. So I'm having problems finding tutorials and such to build such a game would anyone know of any specific like that?
I don’t know of any tutorials for that. But more importantly I think basing your game from an aesthetic point can be a problem. I would recommend keeping most aesthetics out of your idea until the game is functioning in a way that’s exciting and fun to play. Once you get to that phase in development, I would start looking into stylistic traits for your game... especially ones that don’t have know tutorials for
Well it's not so much the style of the game but how I envision it working does that make sense? Like what I have in mind doesn't need side scrolling or immersive video
So tutorials with the side scrolling like say making a Mario like game would not be much use to me
@civic anvil maybe I should watch a few to see if I get some newer ideas though I'm a bit old fashioned I admit
@wild meadow so if it’s 2d what kind of mechanic do you need to play? Is it kinda like a super smash bros game or a 2d fighter?
Neither really I don't know what smash Bros game is I guess you could call it like a choose Your own adventure with some random number generation thrown in for some excitement
So for instance you would click on the forest, click on the difficulty that you want to use, and then click on how much energy you want to spend. And then you click on adventure, and it would calculate if you were successful and tell you if you got any loot and stuff
There are stats and stuff like that but it's not multi turn
Eventually there might be multi person and maybe PVP but not yet
Ok so like a 2d map style game with like a god perspective?
Kind of yes but it's not a strategy game like that like civilization or anything
Choose Your own adventure meets a crafting game I guess is the best way to put it
It sounds like your game will be mostly UI and non perspective camera ?
I think that explains it yes
It's not immersive so you're not navigating around a map
Right
Although I was thinking of using a map so you can choose where you want to you know gather or explore
Ya so what is the tutorial your looking for? Like how to set up UI? Or camera settings?
Plus you can you know upgrade where you keep your loot, but you don't have to like a mass troops or anything
Setting up the UI as well as I guess you could say the player stats page and all of that you know like you would click on your avatar and you would see like your strength and your cunning and everything,
I suppose my best bet is to look up how to make interactive menus amongst other things
Did I imagine for a clickable map I would just need the map image and then place invisible buttons over the various targets
Yes
Sorry I'm also very new to the terminology of unity
So your game is UI based
That's a good way of putting it thank you so much I've been struggling for ages to try and describe what I mean
Yeah no problem. 🙂 glad I could help. Send me a pm if you have any other questions
Oh man be careful what you offer
?? What lol
I have so many questions and sometimes I don't even know what I need to ask
So I'll be saying like I want to do a thing with this other thingy but I'm not sure if that's the right thing I need to know and I don't know what thingie I actually need
Well it’s ok to ask, if I don’t know i’ll simply just say that but if I can help, we’ll... isn’t that the point of this discord?
Very true thank you very much
As soon as my back stops hurting now I'll go and sit at the PC and maybe actually start fooling around a bit and seeing what happens
I’m the same way, we all are like that and sometimes we need to ask others to help pin point the problem
Yes and It's tricky when you don't know the lingo as well. For instance it was a bit of confusing at first because I did not know that the word build is a specific thing that you do in unity. I was saying I want to build a game as in I need to actually construct it in unity and then hit the build button
Haha ya I know what you mean 😭
Hello, hoping for some help on which template I should use for a game I want to make.
I’m making mainly(?) a 2D game, but I would imagine it needs 3D objects for things like the walls and doors. Especially if I don’t want to 2D animate everything. Would I start the project as a 2D or a 3D one? Or is there a different way to make walls, layers n the such?
Im trying to make the map for it in blender which would be 3D.. I also tried working with 2D but the collision and such is very confusing for me.
I’m sorry that this isn’t a great description, I’m not exactly sure how to word it. Ask any questions if you need and want to help.
Please ping me if you can respond!
a wall can be fully 2D per definition but still have a sprite giving it a somewhat 3D look. Are you talking about something like the typical NES games or what are you trying to achieve @reef owl
I guess the problem is.. I don’t really know. I can’t find anything on how NES games are built like.
The most I can really say is the top down style of Stardew, but with rooms you can always enter without a loading screen?
Also, I need Raytracing for line of sight (n possibly highlighting objects/areas) and I think it’s only in 3D? I need to look into it more
I might be able to sketch out something visualizing what I want?
@reef owl Stardew is fully 2D and you would be able to do a map without loading screens with a similar approach. the only issue (and someone might correct me there, im not an expert at all) i see is the scale of buildings. look at your house on stardew, it's tiny in the outer world but can be quite big once you enter it. if you dont want any loading screens, everything has to be the same size in - and outside which could mess up your scaling as a whole. for the raytracing part i dont quite understand why you would want/need that in a game like that, there's certainly other ways to do what you want.
I’m not trying to make a game with the same genre as stardew, just the same top down view. Again, I can sketch some things out if that helps at all. I’m sorry, I’m not the best with words.
But yeah I see how scale could be a problem, but I think I can work around it
As for raytracing, I need line of sight for enemies, and highlighting for items you can interact with
I started a project to learn about creating a dialogue system and using scriptable objects for quests. I have a few quests now, and they're basic kill "x" and collect "y"; it is exactly what i wanted. However, I'm now having a hard time figuring out how to actually end this project and make it feel complete... It revolves around entering this small forest and helping out the one local who remains. You help him by cleaning up the place (through the quests) by hunting some animals, and collecting some herbs. It is a third person shooter. There is no health or danger system, mechanic.
I'm struggling to find a way to wrap this up as a mini project, that feels complete and purposeful.
This makes 0 sense. Google what Ray Tracing is.
I googled how to make a line of sight, glanced around and most said ray tracing..
I might be thinking of the wrong term actually
Ray casting
not tracing
sorry
I tried to input a UI: Panel for a menu according to a tutorial, but the image/gox not only shows up malformed, but its also many times larger than the camera view... I'm having difficulties shrinking it down it wont let me for some reason. I tried grabbing and pulling the corners, but then a weird ghost box remains.
Don't worry about the UI canvas stretching many times larger than the main camera, those elements usually fit in your camera view perfectly during runtime.
Ok. But it did that with the image too. I'm in bed now but guessing when I look at Game it looks right? Just trying to figure out how to position the menu- wait this would be a full screen menu wouldn't it?
I think so...? I don't know all the changes you made during your troubleshooting but normally the canvas works for full screen
I reverted to the original state so any changes were undone to prevent further mess ups.
I just wasn't sure how one positioned a giant Menu in say, the lower left corner.
But if this makes a menu that just covers the entire screen then it's moot
Ahh that, well one thing you can do is when you make elements in your UI, you can select ways to position them using the Rect Transform component. Specifically....
The square thing on the top left
You can make anchor pivots to attach to the far edges. Press and hold CTRL or alt for more options
Lemme screenshot this for the morning...
And how do I shrink it down? I looked for something that resembled Size but saw nothing.
plot twist that he‘s actually the guy who killed/kidnapped everyone else and make him the final boss
How to shrink the UI canvas? I wouldn't worry about that. Again, unity usually fits your UI elements on the screen fine during runtime. With the canvas being big, it should help be out of your way when developing non-UI stuff. At least... I think that's why it's so big
One last thing though, programming channels in this server like beginner-code or general-code is more suited for questions involving development.
You'll probably find more info there
I think I get it.. so the giant Box is not the literal size of the menu. And sorry. Didn't think this was a code question since I thought it was about visuals. :)
@true coral You are correct. It does 'full screen' it. x.x this may mean I cannot use a Square menu shape for it but I can fix that later once I replace the placeholder
If anyone is willing to give ideas, ill take it. I'm making a 2d platformer and I want to make something similar to the mario power up block that gives a random powerup, my main character is a monkey so I was thinking a banana but I'm not sure what to do that will give him a banana to give him a power up. I'm also planning on adding more than 1 power up so I'm not sure about the bananas because there isn't more than 1 type of banana.
he could smurf the banana
There may be only 1 type of banana in real life... but since we're talking about bananas that give random power ups, why not design more crazy looking bananas? Like for example, a banana that's half blue half cyan, and when the monkey eats it, he gains the ability to surf over water for a short time
Yea im doing like a call of duty idea, you know what a mystery box is? the one that gives a random weapon, etc. I want to do that but with some things like a jetpack, weapons, and some sort of bananas or items that give powerups
I was thinking of making a banana on fire which gives him a ability like in super mario bros where he can shoot out fire
example like that
or on the final boss at the end of each world, a ice banana that freezes all the enemys that the camera is able to see?
There you go, stuff like that. Whatever your imagination leads you. You could also do other fruit in case you get bored of bananas
So I'm laid up in bed and I can't sit up at the computer to work on my game, so I was thinking do you know of any way I could perhaps you work on actual visual design from my phone?
I suppose I can find paper and pencil
Buy a Moleskine notebook and a pack of erasable ink pens. Pilot Frixion pens are what I use.
No cash, but I have plenty of paper, notebooks and pencils.
I'm a writer. so I always have 20 notebooks that I have never written in
Well that's fun, I can see the CoD:Z inspiration quite well
can someone help me make a design for my game
Can you explain a bit more what exactly you need, happy to help 😄
@drifting lotus No crossposting. Your question doesn't even have to do with game design.
I'm creating a (somewhat) realistic 3d multiplayer shooter. I don't know whether to use a projectile or a raycast system. By using a projectile, I could add gravity (bullet drop) and audio as the projectile pierces through the air. For the raycast, I can't add gravity and I'd only be able to add on-hit audio. The game will be networked so sending a 30 round mag of projectiles may not be the best idea.
Just found this on reddit, but I still don't know how much network resources it requires
The network requirements shouldn't really be any different between the two, they are basically just two implementations of movement and hit detection.
Your right, it does appear that it affects physics performance
im working on some level design
for my game
im not sure what to do for the long hallway
this is a chase sequence level
the long hall way is a challenge because the enemy is faster than the player except for the turns
Do the classic reverse camera.
its in first person so
not sure if that would work
im thinking some sort of obstacle
bookshelfs they have to navigae through, or jumping over debri
not sure if that would be effective though
its currently a wip but i'm doing a harbor map for a 1v1 game
so i wanted the map to be small and the projectiles can bounce on walls
btw players couldn't swim ^^
What do you think ?
projecticles but going through walls >:)
hahaha its a good a idea too
anyone have any ideas what i can put in the hallway section
Banana peels!
What could be some fun weapons for top-down zombie shooting game?
I have a pistol, uzi, shotgun, bazooka, flamethrower as ranged weapons. I have a baseball bat, katana, axe, nailed plank as melee weapons. A grenade too.
assault rifle, laser gun, pan, a mannequin, a laser beam shooter with a cooldown, fart gun, wooden stake
my own question: should i design individual terrain parts in blender and put them together to make environments with unity terrain? or should i create the entire environments in blender and put it in unity. I want to add animations such as grass blowing, trees shaking, doors opening, and lever you can flip
ping me if you answer my quesion!
Ok, so I gotta make a planet to stick my assets on, except I want to know. Can unity handle a fully built but simple planet? It’s a space game and I heard that kerbal space program was made with unity so clearly it must be capable right?
I would think it could
you are going to add in your own equations to simulate physics right?
Still not exactly sure how I'm going to deal with shooting. I haven't implemented any of those ideas yet because I'm currently working on client networking
i feel like the obvious answer is to create your own physics system, thats very small just for bullet projections. it should be pretty straight forward. look up equations for bullet travel or just come up with your own
does anyone know how the new networking system in unity works? is it easy to impliment into a single player game?
can anyone help me with editing player "pivot offset" and "cam offset" to a usable setting
feels so clunky at times
im sort of confused by the difference between pivot and cam
@thin silo Don't crosspost.
Anyone knows why my imported image to unity 2d looses so much quality?
Inspect asset and turn off compression and filtering for pixel art
The image is the game background made on photoshop tho
But that helped me fix the issue! Kinda played with those menus, tnx man
So...im making a military based game, there will be different kinds of regiments based in the early 2000s, It will be an online open world based game, There will be different militiary sections, I whould say that i should make different continents but i whould make like small islands so it whould be easier for other players to raid, there should be about 17 regiments or more, im taking all suggestions, sorry for the long message lol👍 💯
online open world? as in mmo? isnt that like the hardest type of game to develop? i wish you luck
specifically open world mmo sandbox would be the most difficult game concepts to combine, in my mind
Taking all suggestions for what exactly?
Like what part?
I've studied coding for 7 year's no worries.
For the whole game.
What are some examples of death in all age video game?
it's usually left ambiguous, look at most disney movies that involve death. Most of the time the person dying falls to their death, without the impact being shown, or the death isn't shown at all and you only see the aftermath. In mulan the main villain was dispatched with a fireworks explosion.
Insinuated death tends to be your best bet for that. Show the guy looking like he's about to bite it then turn the camera away. You could also show shadow silhouettes of the corpse if you'd like.
Or maybe the classic Disney trope of falling to their deaths
What's the difference between the 17+ regiments in your game?
Is it possible to somehow separate looking around and aiming?
I'd assume it'd be very impractical to do so
but i wonder if it's been done with mouse and keyboard before
i mean it's possible, i think ive seen it in games, lock on was involved though.... i think it's pretty needless
Hello, I am considering to follow a career of a game designer (previously I wanted to be a programmer). Could I please get some advice if it's a good idea and if yes, then how should I start?
I would probably focus on building interesting prototypes and documenting them well as portfolio pieces.
My hot take is that you should be able to get somewhere as a good designer and a programmer by shipping a few browser games. It also allows you to play around with analytics data and display it (and the decisions made because of it) in your documentation.
Ehhh, i dont wanna slash your dreams or anything, but as i understand it, game design is a highly competitive field. It is 100% possible but know how competitive it is. how you should start is a pretty broad question, that would be based on a lot of factors, but danny seems to have a good general idea. I feel like the most likely scenario is the path of an indie dev, but that comes with a lot of risk - if you want something more stable be ready for the "optional overtime" and the competition that comes with it. although i aint a game dev so take my advice with a grain of salt.
Unsure if I should ask here, tell me if not and I’ll remove it!
I want to know, before I go in too deep. Is it possible to make mechanics where enemies can detect things by sound, temperature (through variables, I’d assume) and movement? I’d assume sound is is possible, but on not sure on the others.. and if they are possible, how difficult do you think it’ll be? Maybe a 1-5 rating for smthn quick
for sure
i could imagine ways to do all those
temperature would be super easy, movement even easier, sound could be done the same as temperature tbh, but there are audio listeners, i made a visualizer a while back that changed objects based on an audio files waveform
Oh, that’s a huge relief actually! I’ve been worrying myself for a few days that I’d have to find something else lmao
there are very few things that a computer can't simulate in some way... like the hardest thing would be true randomness, and that's even "possible" (or at least so random that no human could solve it)
not sure how close unity could get to true randomness, but fortunately true randomness is rarely necessary
Yeah, I don’t think I’ll need a randomness feature (at least not a big one)
Tysm!
How hard would it be to successfully compete in there? How much talent/experience/knowledge do I need?
That's not something you can't quantify. Basically, then answer is "more than the other people competing for the same job."
But if "I'm a gamer" is a point on your resume, it's not enough.
Also, don't think you're going to be jumping into AAA as a first job. Look for small studios or studios doing other target audiences. When I was a game designer at my previous two roles, it was first for an online game for kids which then got me a job doing educational games.
But if "I'm a gamer" is a point on your resume, it's not enough.
I know, I'm considering this job because I find myself very creative and trying to create balanced and fun concepts for games is something that I enjoy a lot
And yes, I know that I won't be in AAA as first job
The thing that I'm worried about is that is it worth switching from programming (as a job) to game designing; it's a job that I'd probably like but I'm not sure if it's too risky or unprofitable
Game design makes less than programmers, so unless you're prepared to take a pay cut you might want to keep your current job. This is mainly why I learned Unity back when I was doing game design, so that I could transition to programming as a career
Is it possible to learn both skills to choose when I have more knowledge about the topic?
Yeah, you could do that. Just keep an updated portfolio of your works.
Any tips on how can I get started with that?
Im mostly new to Unity
For programming, just start making things. For game design, create some and document it. But the best quick experience you can get it doing game jams.
I don't know where you are in life, but school is a big factor in all this too. Especially one with an internship program.
Alright, also, how should I go about making assets for my projects?
Use the asset store, if you can't make your own. Or collaborate with people.
For game design, create some and document it.
You mean just design it or make it as well?
Is asset store enough to make a whole game though?
For small games yes, which is what you need to be doing.
Would it be worth it to learn to use other apps like Blender?
Yes
If even to understand how the art development pipeline works, so you can hold a conversation with other departments.
Alright, thanks for the advice
whatcha think of this design, like none of the elements are really completed design wise, but the layout is what i am talking about
guess i am more asking if the layout makes sense, like how much each part takes up
The HuD take most of the space compared to the game, is that a design choice?
what are you considering the hud? the left side?
this is just during a battle
rpg style
Learning Blender and having the artistic skill to create the assets are two different things. Learning programming, game design and modelling at the same time can be a bit rough. Should also note that a full game includes a lot more than just those three, so trying to fill all those shoes competently is probably not very feasible. I would focus on programming and game design, and filling the rest with either off the shelf assets or through collaboration.
Understanding the pipeline of each discipline is useful for the design process, but you don't have to become good at each craft.
you gotta be the director, captain of the ship. full steam ahead with the dream and vision. rpg dialog nonstop cause you cant go into this rabbit hole without having the side characters back stories fleshed out.
@viscid bear this is just during battle, there will be other screens used, but granted that battle is a major part of what i plan on making
like this is the unit inspector screen:
map:
and i plan on making like a whatcha call it.... "visual novel" style of "cutscenes"
Looks like an excel sheet, are you sure you need to display all units' stats at once?
Like, just clicking on an unit to show their stats. Also the stat display could probably use some symbols
How hard would it be to make a flying ship game where you can walk around your ship, but also zoom out and control your ships RTS style? Really want clouds to be integral to the game.
Not hard, just make that if you zoom out a certain distance to switch control between player/ship
But let's say my blender skills suck and I've only done a few tutorials in Unity, although I do C# for my $job.
Like I can make a ship in Blender, but they look like garbage.
@viscid bear Although I've thoguht about that zoom out switching to RTS view. Glad to see you come up with the idea too.
validation!!!
u can buy asset if u suck at blender, just know enough for modification
If I get a working demo do you think I could attract an artist to the project?
Use my stand in art to get some basic gameplay working?
I don't know
I'm fairly new too
but it's harder to get an artist interested than paying them
Wonder how much it costs to for art.
Years ago I was talking to an artist about a kids game and while we were chatting, they mocked up perfect copies of kids wood block construction vehicles, with perfectly matched colors to the real thing.
Hey
I’m thinking about making a endless runner
Should I make the runner a ninja?
Or should I make it something else?
I saw this game on the App Store called alone and it’s a rocket in a endless runner game
Now I’m debating if a runner on the ground is good or in the air
And if I’m the air which type?
I was thinking maybe the ninja could have a jet pack?
But then I think I’ll probably be copying jet pack joyride
hello everyone I cant open my terrain settings every tutorial says open the packet manager and search in the unity registry for terrain but I can't find it at all
I know that its built in
but I can't open this tab
@cold onyx You can find tutorials and resources pinned in #⛰️┃terrain-3d
ight thanks
if you are not sure yet, try making the mechanics fun first and then think about what fits the feeling
@ashen delta This isn't a game design question, and please don't crosspost.
<scrolls history of channel> ok -- thanks for the help.
So
while I consider myself decently well educated and experienced with game design in general, I'm not particularly experienced with level design; more precisely, my biggest issue is creating completely new rooms and environments from scratch. Do y'all know of any resources that could help me out with this?
How to come up with game ideas?
games like save the president and getting over it have simple concept but very fun to play
I have a question. For people who make action games, what are your thought process when creating new moves?
Are hex commander, world of tanks blitz and genshin impact midcore games? I try to understand what is midcore games
Hello everyone. I'm pretty new to game development, and i just learnt that level design is made in a 3D software, not in unity. Is this the case for you ? Do you create your levels in Blender (or some other) and then import it into unity rather than using ProBuilder ?
so many questions, yet so few answers
I'd say that this might depend a bit on what exactly you mean with level design. In any case, it probably is indeed better to create the assets you need in external, dedicated programs (maybe that depends a bit on complexity. Putting all the pieces together, however, has to be in unity afaik. I wouldn't know that you can do anything with a Navigation Mesh in blender, for example, lol
wassah
On a more serious note, what exactly do you mean with "game ideas"? General concepts? Individual systems? Anything else?
By level design i meant assets. Like creating a whole 3D world, with houses, floor, grass etc
Thank you for the answer
~~How to come up with ideas:
- Take a shower~~
- Take a nap
Hi. Asked eariler, but do you guys have any methodology for coming up with attacks in an action game?
Oh right, I forgot to get back to you as well.
Well, you didn't ask directly for a methodology, you just asked "what's your thought process?". One thing I can answer, the other I can't. xd
There are a few ways. What immediately comes to my mind:
- get inspiration from other products. You can use some kinds of attacks and alter them the way you see fit, or even just combine certain attacks you find in other products.
- look at real world fighting uhh ... things. Look at proper martial arts, look at not so practical fighting systems, and / or look at fighting sports.
okay
I was viewing it from an engineering perspective
like how would you design the move
?
Oh, you mean mechanically?

I don't know why you would use a storyboard for the mechanics of an attack.
But I'm not a professional, that could just be me, Idk.
yea concept for making new game.... I really need to boost my creativity, been thinking for few hours
I just realised, this question from me was redundant, I actually can't really give you any advice on what could work. 
For an entire game concept, I personally just let myself get inspired by other games or music tbh
I think it's more important to come up with fun mechanics more than a game idea. make a fun mechanic then base a game around it. Or you could always just replicate classic mechanics that have been proven to work: platforming, run and gun, FPS, RPG, RTS, etc...
@gaunt turret Actually, I agree with Besafree. It's much, much easier (and probably also better) to focus more on individual mechanics. Maybe you will at some point even create a mechanic that is in itself not that revolutionary, but you notice that the way you made it is actually so fun that you can make an entire game based on it. You wouldn't be the first, and probably also not the last, to experience such a situation.
Don't they kinda go hand in hand?
i have a "simple" question about game design
in a TOP DOWN game 🧐 , is it better for the character's movement to move according to the camera ( w mean going upward ) OR the world so pressing w can make you move on the top right for exemple.
It's because in my game, i'm having trouble with my camera ( rotate on the y axis ) and the movements becomes annoying so i would know if i should lock the cam on y or make the player follow the world so i dont have annoying movement
On the screen : if my cam got this angle, player won't move on the wooden part if he press the left input ( keyboard or gamepad) because he move according to the camera
does the camera freely rotate?
if the camera freely rotates, have inputs be "true". pressing w or up (or w/e) should move character directly away from the camera.
if the camera has set points it can be rotated to, like "snap points" that always keeps the map at a 45 degree offset to the camera, or if the camera doesnt rotate at all, then having w/up/whatever correlate to a diagonal direction makes the most sense. I 100% believe this issue is based on how the camera can move. imo of course.
As an indiedev, it can be hard to not compare a game to yours when you're playing a good game.
It's hard being an indie developer sometimes...
Socials
➤Twitter - https://twitter.com/ktmochiii
➤Discord - https://discord.gg/DfX34sM
➤Games I made - https://mollagames.com
I made this game: Lemme HUP!
iOS: https://apps.apple.com/us/app/id15041775...
Yes it is freely rotating
currently because of the cinemachine group composer wich is not that helpfull but i think my settings are wrong
I think i'm going to code my own camera script and keep her rotation to 0 or 45 degree and so move the character correlate to the world axis
Thanks a lot !!
if blood is considered satanic material then what would be heavenly material?
what would be the opposite of blood in a heaven/hell context?
Holy water, I suppose.
water obviously
Hey, Is it a good idea to recreate an existing game? sure, im not stealing any assets but just creating the game from scratch just for a practice to say the least
For practise yes
In my opinion I think you'd do much better to make your own game if you wanted to make your own games in the future.
You get to practice everything you would from recreating a game but also get an opportunity to practice your own design skills, which is very important. With that said I agree with Acu that it might be good for practice if you only intend on being a dev.
If you just recreate games you will get better at copying games, which isn't necessarily bad, but if you want to get good at making your own games, then practice making your own games. I hope this made sense.
Basically depends if you want to learn game design or not
Hi all
Does anyone have any recommendations for learning game design theory? Other than college / university I mean, the degree I did didn't have a lot of game design in it.
I've learned some but feel I'm missing some important concepts, most notably stuff on level design and mechanics. Anyway if anyone has any course or book recommendations for learning Game Design I'd appreciate it!
i've joined a jam and the theme is "reusable", any ideas?
maybe a game with a bunch of different guns but only a single bullet that you have to go collect and reuse? lol iunno
an environment positive game could be something, Reduce Reuse Recycle
I am a beginner and Making a survival game through tutorials on youtube And wanna to make a teleport portal can anyone suggest any video or way So I could learn how to make it ?
@whole dirge Don't crosspost.
Hello , guys im Jon, What is a good way to object pool? Thousands of objects? If you have a link i would appreciate it 🙂
I guess my problem is NOT related to object pooling though. It's more related to "Object Stacking" Basically the handling of thousands of prefabs and distance scaling of those prefabs?
hey, say i got some free assets from unity asset store,
can i use it commercially? Do i have to credit the asset designers? or what's the policy?
@gaunt turret - check the licence of each asset - it will list the requirements there
I‘m thinking about making an isometric, pixelart game focused on building(something like the old roller coaster tycoon games) but I dont know what the player could build. Any ideas?
Im thinking about a specific Theme not literally anything
Sorry for the late response.
Personally I've actually acquired most of my game design knowledge from two different primary sources:
a) personal observation and thoroughly analysing the games that I'm playing
b) youtube channels that talk about this stuff. My personal favourites for that are: Razbuten, Adam Millard, & Game Maker's Toolkit.
There is a good number of gamedev channels and channels specifically dedicated to game design. The channel "Patch Quest" is an indie dev's channel who does not make that many videos about game design, but he does have a playlist of currently 17 videos about game design which I liked. One channel that makes a good impression, though I have not watched anything of this channel yet, is a channel called DesignDoc. Just looking for "game design" on youtube yields a lot of results. :)
what's the best method to see if a player is close to an enemy? I don't want to hard-code the reference to the player, so I was thinking of using a sphere collider but I don't know if there's a better way to do it
Great suggestions thanks! So far I've been using Game Maker's Toolkit, some first year Uni module I got access to and this Udemy Course:
https://www.udemy.com/course/level-design-master-class/
Hopefully we can generate some more interest in the learning of Game Design Theory.
I don't really know where to ask or how to ask due to anxiety of past experiences, but I'm guessing this is the channel for that. I am trying to make a game but don't really have much experience coding and I'd like to see if there is someone that would like to help code the game with me. It could be an opportunity for me to learn coding as well so I could take care of some things myself. Most of the story of my game as well as concepts have been come up with, I just need an actual game to show that off with. My game is going to be a mix of a top-down RPG as well as 2D platformer, as well as including several different power-ups that can help/hinder the player, depending on what situation they might be acquired in. If you'd like to help, DM me. I also won't really show what the game looks like due to criticism on the art style, but I will just say that the art style is intended to look the way it does and I more than likely will not be changing it.
Also feel free to ping me here too, I don't mind pings.
Also if I have this in the wrong channel tell me where I can put this
This would be the wrong channel indeed, tho I don't know whereyou would put this specifically on this server. However, you can seek out other discord servers for that, for example GameDevLeague and GameDevNetwork. Though do be aware that the people you'll find there are a bit hit or miss. 
Oh okay
I just saw similar people sending messages like mine in this channel so I assumed that
Thanks
I'm thinking about making a simple turn-based 3d tilemap roguelike game for practise. Is that a good idea?
so I want to make game like this in 3D but not sure where to start
Like how should be the design of this game in 3D
?
@calm obsidian i really dunno what you are looking for tbh
someone responded to you but you said no lol
Something the player could build forexample themepark, town etc. like a theme
Space station maybe?
where do you guys get ideas to make your own game?
@nocturne summit Don't crosspost. Keep the channel on topic.
usually from other games
theres multiple tutorials on how to come up with game ideas
So I’m looking for someone who has experience work Gaia
3d online multiplayer? that's a ton of work to do
hey does anyone need a simple job for unity programming that needs to be done? i dont want anything in return
Hey guys there is this website that helps with game development, not necessarily the code but like the story and development of the game
i was wondering if anyone might know what it is off the top of their head
its node based i think. like mind nodes
spaceX rockets
Omg peoples making games that is so good while im just modding a microgame :( does anyone know how to improve game graphics? im new to unity btw
@fringe dragon i dont know by what point of view you asked this question but this game looks really good rather than average texture of those cars i think game is super cool
ok thanks what does it look like the vehicles do?
they look like cars?
Ya like those in halo game ,as far i see it seems that car is using boost and just Aiming
ok thanks
how can i make them look more like military defense robots?
Sorry i am just a beginner i just amazed how you made that lol i should learn from you rather than telling you
😅
It looks like a game that has definitely reached the stage of being playable and is about uhh... fucken vehicular warfare or however you wanna call that.
so in concept similar to world of tanks, I guess
Dunno how players that have no idea about game dev will react to that level of detail though. The average player is sadly rather cruel when it comes down to graphics. 
Don't let that stop you though, I just actually have no clue and am rather insecure when it comes down to the whole graphics thing. 
that label collides with the shoot button and it looks a bit painful
hi, I've made a background for my game, but i think i can make a better one. any tip?
Some detail maybe? craters in the moon, "bulges" on the cloud etc
ok thanks
what is the worst part about the gfx?
Certainly not the UI. I'd say what's not so optimal is the level of detail of the environment.
ah ok thanks
This is the new moon, does it look good?
i like it!
I'm having a bit of a hard time getting the look and feel I want out of Unity ... this is the look I want ... nice reflections and popping colors
This is what I have now ... I know there are limitations as I am working on a mobile game, but I have seen some great looking games on mobile so I am sure it can be faked somehow ... any tips or ideas would be welcome
try moving the lights, change the materials, add post processing
yeah
the background here is blurred, giving feeling that the board is somewhere in 3d space
<@&502884371011731486> ^
Perhaps an HDRI for juicy reflections on the board material?
Thanks @neon sentinel am now building a custom shader in Shadergraph ... post processing alone is not good enough though I did find a use for some effects
what did I miss
because I assume that wasn't pointed at me
I'm making a game
there was a p3nis
oh well
Hey guys
Sup
anyone knows where i should get game ideas to make a simple game for android, since my coding knowledge is almost non-existent
@zinc pier Use other mobile games and small web games as inspiration.
Bro i was gonna learn coding from a website i found after googling
"How to code"
but then i discovered its 500 bucks a WEEK
Any ideas on how to show zombies with a burn effect or bleed effect? Other than actually having them on fire or spurting blood?
This is for a mobile game, so no fancy particles or material blending
i think status icons would be the next best choice?
rn you should probably focus on improving your coding knowledge through practise projects rather than instantly going for a full size game
yeah bc you always need at least a bit of code
I actually have a project me and a team are currently working on, if someone could mentor me in coding/be interested in helping I would greatly appreciate it 😊 I don't mean to self promote, but the priority of this message would of course be to be guided in building something small, I can show some reference images I just need help in making that one location currently
hey, anybody knows a place where I can get free car models without copyright? I need some models for my drift game
Not sure if you were answering my question. If so, status icons where?
really depends on how your game is presented, if there is a status screen for each unit/character/whatever have it available there. for action based games have it visible next to the characters name or health. Important information like that should be readily available to the player, ideally with a single glance. A cheap way to achieve that could be coloring the unit based on it's current status (pokemon does this sometimes)
I see. It's a top down low poly game where I am killing zombies.
@ashen sapphire the people in beginner-code are very knowledgeable and very nice to people asking for help in good faith. "Good faith" usually meaning, you want to learn (instead of wanting someone to program something for you), you ask specific questions (not "how do i procedurally generate a planet?") and you've tried to solve the problem yourself (you didnt ask for help first before trying to look up answers on google)
So there could be a dozen zombies burning or a couple of them bleeding etc.
are the statuses mutually exclusive? could a zombie be burning AND bleeding?
Potentially yes, but I could easily code it not to be. Haven't thought that out
if it's mutually exclusive i highly recommend coloring based status applied, if not i would still use a generalized "debuff coloring" where any unit with a debuff is tinted red or something, then have the specifics somewhere else - likely next to their health
I see, thanks. Good idea.
How will you convince other people to see other perspectives for new ideas?
what are you asking?
Is it a good or bad idea to have a minimum time for a loading screen? I wanted to do loading screen tips and such, but I'm not sure if intentionally delaying a level load is a good trade-off even if it's only for a few seconds
(Hard to judge atm because my scenes are simple and load within a matter of frames)
Does Gaia include voxel integration which destruction/resources achieved by destroying environment or will I need to create custom code for that? Is there an easier biomes/world generation solution for that elsewhere? 🙂
Well i’d say if your game load within seconds then you should use a cool animation as a loading screen , maybe a text that says the level name with a cool background and drops down to the level ? I don’t know much about this stuff but i think that might work?
Am I the only one that prefer fight oriented fundamental rather than pattern. By pattern I mean dodge a certain way when you see X animation and hit a certain region during Y animation. I see so many indy dev go for pattern based
what's the alternative?
I am in the opposite boat. My loading times are too long for my taste (over 7-8 seconds) not only for game to start, but even levels to load
I think loading screens should be as short as reasonably possible, if you want to have extra info there make it available somewhere else also. could always just set up an option for the longer load times, but i really doubt it'd be used much. just have a game info repository, like they do in civ games.
wdym?
what's the alternative to pattern based fighting in games?
fundamental. Like not having to solve a boss a specific way, but give the player many tools (some more efficient) and let him free fight
give an example i might know of the "fundamental" fighting style, i can literally only think of pattern based, even bowser in mario 64 is pattern?
is this in reference to a specific style of games?
It's an odd one...Even 10 seconds now is considered slow compared to the multi-minute screens of older games.
Think I'm going to add a delayed loading screen with tips, and another that's more like a startup (as suggested above). With an option to toggle between the two
In fighting game or other pvp there's usually general concept such as positionning, controlling the space, the rythm, mind game. Or in Halo, you don't have to use a specific gun, while the sniper is better at long range you can still flank on the side, get close and use a shotgun
i feel like thats more of a division in the style of fighting in a game, right? like pvp is more that style while pve is the pattern based, right? even in halo the ai are pattern based no? can't have "mind games" with ai?
Halo and some other fps use a behavior tree with some randomness. You can predict a reaction but not the outcome
most IA don't use mind game, but thats just one example
in a pattern based fight I know if I see X animation i can dodge by doing Y and it's just a matter of retry until i learn the pattern of the specific enemy. While a fundamental based fight you can just jump in the action and use what you already know, it's instead a matter of mastery of the overall game mechanic
I guess i'd argue that all fighting systems have inherent patterns at some levels? how obvious that pattern is or how long it lasts is what changes? like if the time between sniper shots is 1 second, and the time to switch weapons is 0.75 seconds, you know that when you hear a sniper shot go off, whoever fired it is now open for at least 0.75 seconds no matter what they do, ya know?
i love talking about stuff like this btw
weapon having a shot rate is a fundamental, it's a consistent mechanic through the game, you know everyone has to reload and it's an opening to punish
it's a transferable skill too
so i dunno what you are talking about then, if some BBEG windsup with an overhead hammer slam you know you can punish that, what is something that you consider a "pattern" that isn't what we are talking about in this "fundamental" fighting style? as it is right now they seem one in the same to me
what i'd consider pattern is something like hollow knight. You see the boss charge his weapon for 1-2 secondes, you see him do it once and you know exactly where to dodge.
A normal fundamental oriented fight it's super stupide, you never do a slow and predictible attack unless in a advanged position
so for hollow knight example, once you seen all their move you win, it only work early when you have not seen any move yet.
If i die it feel like : Well I had no way to know this.
If i win it feel like : Well i just learned his pattern.
In a fundamental fight
When I lose : I knew it and still got outplayed
When I win : I'm good at the game
Maybe I'm not using the right wording, what would you say other than pattern/fundamental
yeah i kinda got that, i feel like i agree with what you are saying, you def shouldn't lose to something just because you didn't know what it did. i would say this is more of an issue of telegraphing. It's alright to get hit by an attack you haven't seen yet, but getting hit by that attack shouldn't kill you outright (unless you are playing in a specific way, like 1 hp or some other challenge). once you get hit by the attack once you should be able to apply the telegraphing you saw to the attack that was preformed, allowing you to fight better. AI in this category is hard, AI is generally stupid so making them play fairly is hard, either ai is too good (chess) or just pathetic (hearthstone ai, or league of legends ai).
i am not sure if your issue is with the telegraphing or ai though
really? i feel like that'd be untrue - i feel like ai in lol are made stupid just because they dont really matter, the game was never about playing against ai
league is a pvp game so yeah
I made a pokemon ai once that i was super proud of
but what about most pve games, most AI are stupid, at first I though it was a thecnical issues but then I learned they dont wanna make good AI
i think the return on good ai is low
it's easier to spam bad ai than make good ai
bad ai can also be supplemented by stats, like adding damage dealt or health
No i meant they purposely make bad IA for the purpose of beeing bad IA
so they're predictable and easy to deal with for the player
lmao i hate IA supplemented by stats
oh shit i lost cuz I have to land 99 hit while he 1 shot me, it's artificial difficulty
i feel like it's good as like "supplementary difficulty", it should not be used as the primary force of difficulty. like take KH2 - the difficulty of the org13 members is based on ai, learning patterns, and executing near flawlessly. That's the primary difficulty. BUT! you also have the supplementary difficulty of optionally being level 1, playing on critical mode (which increases enemy stats), and i think it also makes them attack faster.
I feel like KH2 has done difficulty very well
halo does this too
legendary mode plays with stats
yeah i dont mind halo
it's good for its time, i'd still improve it a bit in 2021
actually i havent played the last title so idk
dunkey has a really good video on difficulty in video games - lol
i love kh2's difficulty
it could be as easy or hard as you want it to be
i like adaptible difficulty too
i'd disable it for highest difficulty but for the rest its fine
kh3 SUPER missed the harder side of things, kh3 is a baby game that i had to be like "guess i wont use the triangle button to make this game difficult enough to enjoy?"
I once played a game i beated every single boss that the game wanted me to lose and it was meh cuz the main narrative of the story was how weak my character is but how determined he was at getting stronger
oh yeah that's on thing i love when it comes to design, battles that you are suppose to "lose" but they allow you to win "if you can", and if you win, the story changes
god that's so great
me kill boss
cutscene : cocky boss narging me about his win
yeah classic, win the fight lose in the cutscene
nah there was no aknowledgment i was sad 😦
Wouldnt call myself an economist, but i do love discussing in game economies
Hey guys not sure if this is exactly the right channel to ask in, but Ive been wanting to make some kind of simple top down view hangout game, similar to vr chat or rec room, and I was thinking of using a character design that may be similar to the miis. Could I get into trouble with nintendo if they look too similar? Or are miis considered a generic enough design element to create characters
If you are not going to publish this project, then you should not have any problems, as well as if you shoot a video about it and post it on your social networks, and if you publish, I don’t know. Although definitely if your characters are not an exact copy, then this is not theft.
yeah ive also heard a lot of things about copyright, overall it comes down to intent. I've read a lot of sources that are like "if it has 7 changes it's fine" but honestly i feel like that's a bit of an exaggeration. I know tons of copyright cases have been thrown out because characters look the same but neither was developed with knowledge of the other, and without the intent of copying one another. It's pretty likely that your versions of "miis" would be different enough, in my opinion, although IANAL...
@strong iris @hybrid sphinx @whole blade Not game design related. Implementation questions belong in other channels.
Ok. But which one ?
For your question I would go for #💻┃unity-talk. #💻┃unity-talk is a good catch all in general.
can someone please give me some original ideas to add to my fps parkour game? name is "RUSH" btw if that helps
Rushing to the store to get something
@true coral do you still remember when I asked about Fez the other day? I wanted to ask for your opinion, how would you rate projects like Fez, in terms of its complexity and difficulty?
@strange kernel Parkour games are about going fast and comboing movement, it'd be neat to have good water gameplay in a parkour game. maybe running on water, diving, dolphin swimming - if reasonable. Otherwise the classic answer is to add a grappling hook, although that isnt really unique. Powerups maybe, iunno.
I am curious, do you guys think the illusion of choice ever adds anything to the games it is in? Would it have been better for the devs to force the decision? (Illusion of choice meaning giving the gamer 2 or more choices that lead to the same result with no difference)
Fallout series is notorious for this
If it was just a platformer I say it would probably be simple. The trickiest part as far as I see is maintaining the pseudo-3D transitions they make. That requires good awareness of where platforms should be when transitioning and how to create the illusion of them being 3D. Now haven't actually played FEZ so I don't know if there's anything I'm missing here.
As far as I see, the best thing the illusion of choice does it make it to where you get the desired ending but you can get it in multiple ways. The choices could adjust future obstacles to fit more of your playstyle
well adjusting future obstacles isnt the illusion of choice. illusion of choice means your choice specifically didn't affect the outcome
By 'outcome' are you referring to the ending or anything after the choice?
Hey guys!
I have this simple 3d game where you are a cube and you dodge the obstracles... but i cant come up with a good name, been thinking for couple of days... i really need some help.
Here are couple of screenshots:
anything at all, there are times in fallout where you are given something like "say no", "agressively say no" or 'sarcastic response' and literally all 3 are the same dialogue, the player doesnt know all three are the same unless they reload or replay the game
thats a pretty extreme example, there are other times where the dialouge may be different and the end result is the same, like fighting the npc
if you went in trying not to fight that specific npc, and through dialogue it looks like you could talk your way out of it, but in reality you HAVE to fight that npc
@thin briar Don't crosspost.
Crossposting is posting same thing in multiple channels?
Yes
is it recommended using terrains and terrain neigbors if I create a map like in subnautica below y0?
Can anyone help me name this thing ? Lol.
I think pitchyagame's later today and I need a name for it
For context,
It's a boss rush with real-time grid-based combat
you want us to name your game?
Any ideas for a name would be nice lol
definitely gotta reference the real-time grid-based aspect I think
Grid dash, but that feels too much like a mobile runner game
Without knowing ig there is a story, I think they kind of look like samurai. ”Grid Samurai”, ”Samurai grid”, ”Grid boss Samurai”
@dapper scarab Grid duel
Thanks for the ideas guys 🙂
Gave me a few ideas for sure
I've decided on "Way of the grid" as the name, which if all else, I'll change later lol
i think this name is very long but it's your game do what you want
Hmm... you're right about that lol
Believe it or not but that was actually my first idea for a name
Didn't use it cus, I'm not sure how many will actually get it's meaning at first
its usually fine if people dont get the name, for a game that is minimalist in design and striking with its animation, i feel the game would make the name memorable
think: toribash
True, I doubt many knew what GRIS actually meant
Course that game had superb visuals lol
haha yeah, this looks like it would be a great web game! people can quickly make a decision over who wins at this game or something
if you make it a web game you could call it gridur.ai : )
That's actually the name of the prototype rn cus I didn't want to call it untitled project lol
Thought of keeping it as " Gridurai " but idk lol
well treat my answer as confirmation bias i guess 
Hmm, I suppose. Roughly 4 hours until pitchyagame so I have a backup atleast lol
I like the name
Hey, I'm curious, from a game design pov, how are you handling the player spamming inputs to go left/right? Is there just a tiny cool down for movement?
Also, gridurai is a cool name
Hmm... Great Day To Work
Yes. Though not too much of one. The player can just tap to move one square or hold to move multiple ones
strange
What does everyone use to organize their design?
I have a text file where I'm enumerating game mechanics, story, etc.
But it's rather tedious and hard to keep track of things
https://codecks.io I also only use sketchup for game design
@cold onyx I just signed up, and it looks like it's more for team management
I realize that my question is a little vague...
whatever I don't care tbh, I use it on my own and it works fine
no codecks
but you dislike it
I dunno what to do, so I don't care, you asked, I gave answer
simple as
drawing
sketching
not simple as anything its a saying
I feel you are drilling me way too much on this topic
I would advise checking the products out yourself
you just asked for a reccomendation not a run down of how I use them
Hey guys, so the more I am thinking about this, the more inclined I am towards having 'worlds' with a lot of levels instead of my current 'map' with locations.
The way I have it right now, the player gets to play 7-8 different locations on a gradually unlocked map. But that gets too open-ended for me to have story tied in.
If I switch to a world with levels, I can make it linear with whatever 'quests' I need them to do in whatever location I want them to be in.
Also helps me manage each level precisely with certain zombies in certain numbers spawning in certain spots etc.
Also by having a lot of small well-designed levels, I can avoid the boredom of them playing the same map over and over.
Thoughts?
why is Animation Rigging sending my rigged humanoid into space
I actually like "Way of the Grid"
I'll use it as a name for a stage in the game lol
I like the idea, the whole idea of a huge all-in-one map, I believe, is for players to recognize areas of interests so that they are able to backtrack to these areas whenever they need to perform some sort of event (think dungeons that reset every week to get certain rewards). Just something to think of if you plan on having that feature
Well then again you could always have a hub world
hi, im new, and im trying to come up with a game idea, but i dont really know what i want to make, i know i want it to be a 3d game with first person point of view, but i dont really know what to do, any ideas?
How did you end up with first person view? I would just look at bunch of games in general until you have a solid inspiration. Older and lower budget games are ideal inspiration sources, as their quality is probably closer to what you can pull off as a low budget dev.
I like to play older Flash/Shockwave/Unity web player titles on Flashpoint, as these are generally pretty low budget, varied and all off the market as plugins are not supported by browsers anymore.
Old 3D NintendoDS games are pretty interesting.
PS2 games.. https://www.youtube.com/watch?v=ixeRUJQ5yPc [The PlayStation 2 Project - All 4218 PS2 Games (US/EU/JP)]
i decided first person, because one its much easier to not have to make the entire model of the character
How new? Do you know how to code? how to use Unity?
I would write down anything you come up with and rank them based on stuff like you mention
You might end up coming with an idea that doesn't really require characters at all, making the FP view restriction meaningless
well i would like to do something with exploration and an open world
kinda like legend of zelda breath of the wild on switch
mabe a simulator
The biggest risk for me generally has been not finishing it, so I would heavily rank based on the likelihood of finishing the thing.
i want it to be unique and original tho because there are normally like 3 main catagories of games these days, rpg, fps, or a platformer
i used to not finish projects but ive gotten better
but im normally using source code from other people and sometimes i dont know how to change it and i cant really find documentation for it, and they dont really explain what it does
Showing off what you have finished would be helpful for recommendations
Finishing for me generally includes shipping the thing, as I consider all that busy work as part of the process (and scope)
shipping the thing?
shipping = releasing
oh ok, i havent been able to release a project yet
This is what i have been working on
most of this i coded with tutorials but some of it im still working on understanding the code
Going from here to open world is a pretty massive jump just in the environment design sense
ik thats why i havent dont that yet because i am absolute trash at making maps or models more or less making them able to be interactable
i cant do animation yet either
thats why im here, asking for what types of games you guys would suggest i make as a starter project, or what games i should learn to make so that i can make bigger better games
potentially just features to add to this project because this is just a test scene for me so i plan on learning stuff in this project
In your situation I would look at what people did in the browser plugin era and see what you could execute better today. Seems like you would still learn a lot from just completely finishing any sort of project.
It's a separate program. Make sure to download the small version https://bluemaxima.org/flashpoint/
Inifinty version is the one you want, as it downloads things on demand
im assuming not the 600gb download xD
Yea 😄
As a starter project, pick something you think you can easily do, like in a few weeks tops
That way you'll hopefully find a project that doesn't take too many months 😉
i just spent a few hours on this project lol, wonder what ill get in a few weeds : P
weeks*
Worth noting that your project appears to barely be a prototype
When I say project, I mean shippable product
It doesn't have to be competitive product on the market, but it needs to account for that level of polish
yeah, my other projects are on my desktop, but this is just what i did in a few whours
do you have any projects, on itch or something i can look at, or a picture or video
Warscrap.io is one I worked on way back, haven't really shipped anything recently
https://warscrap.io/ this?
Yes
It wasn't solo fyi
still
DeadWalk.io I did solo in terms of Unity side, which is even older
fun
Thanks. Nice to hear WS was known in your circle 😄
yeah when we have a little extra time in between classes we sometimes would do a class wide competition … the teachers never knew(partly because the banned hole.io because people said they were killing each other) lol
wow my spelling
i will make a character controller of my own soon, but this happens with the one im using, the character gets in the way of itself
Probably time to move to #💻┃unity-talk
ok
Thanks. That was my original intent. Something like an RPG where the player can go back to those areas, always find more enemies to kill, gather resources etc.
But since mine is not really an RPG, more of a shoot-earn-upgrade thing, I don't know if that works.
Novice question... I need a technical advisor who can tell me what we can/can’t do, what tech/people we need etc. to scope out a game idea. What’s the correct title of the person I need to hire? Project Lead?
Note: I know nil about dev.
Sounds like you need a consultant
Ah, 10-4. Where would be an appropriate place to look or advertise for that?
Unity forums is currently the official place for that
yo what kind of stamina indicator should I make
what could be cool biomes for an underwater world?
@charred linden the round one is a classic, my fave - i feel like this is a bit broad though, maybe give us multiple choice?
@jade sphinx Coral Reef, Abyss, Whale Graveyard (like elephant graveyard), Canyons, Geothermal vents, Seaweed forest, Shallows, Ship Wreck/Pollution area, Underwater Waterfall (more of a feature)
Omh I didnt suspected a detailed answer like this!! Tysm ^~^
So many ideas.. I mean I will try my best and there are alot of interesting things you mentioned.
I will also always try to be ready here to (at least try to) help ppl here back ^~^
wdym round one
Im trying to do vignette
i need a good designer for 2d fighting game
vignette?
like a fog appearing over the screen? like how health is done sometimes?
yeah
?though I cant get post processing to work with urp
so I might just make a circle or a bar
Im stuck thinking of an algorithm to generate enemies infinitely. I want to get between 1 and 6 enemies each room. The generation is based on a levelcount. My first idea was to give each enemy a difficulty rating and then dividing the levelcount over the enemies from high to low. It seems to work but the combination of enemies isnt ideal. Anyone got any ideas that might work better?
so if i understand it correctly, you have a list of varying enemies of significant difficulties, you also have a level count, and as the level gets higher you want it to be harder. what is a "room" in this context? is each level a room, or are there several rooms per level? also you say you want to "generate" enemies infinitely but only want 1-6 in each room? tbh i dunno what you are asking. I think i am doing something similar, i give bonuses to each enemy based on the conditions they are used, some units gain value if they are used alone and some others in groups...
Sorry if it was a bit too vague ill try to explain a little bit further and better; Each level consists of one room with a number of enemies, after this room is cleared the player is send to the next room. Levelcount and roomnr are the same. I want this to go on infinitely, progressively getting harder with new enemies. Since these rooms are not that big the maximum I can fit is 6 enemies. The enemies are all stored in a list with progressing difficulty.
so there is most definitely a limit to the difficulty, yeah? 6 of the hardest enemy would be the limit? infinite is impossible in this case?
hm true I was thinking of slowly increasing the stats of the enemies as a compensation for that
but thats a valid point
ah
Thanks already you helped me work it out a lot further
that would unlock it, but what's the issue you have anyways? you said that you are finding it hard to select the appropriate enemies for the room?
It made me think that maybe I shouldnt generate based off of the levelcount but instead do it based on the previously used enemies
perhaps
it's also possible that some enemy combos are greater than the parts that make them
like 2 dps enemies or 2 tank enemies are weaker than a dps + tank, the combo is greater than the parts
ideally of course
Thank you a lot for your help this will get me going for a while again :D
yeah no problem, dont really think i actually helped much, but whatever works 😛
You forced me to rethink my approach to it all which helped tremendously :)
I absolutely love matchmaking equations
trying to accurately represent what each value or action is worth is absolutely fascinating
fascinating and very very difficult haha, I think itll mostly come down to playtesting in my case
you could have an equation that evolves with the player
throw random stuff at them and record what they have the most trouble with
that's pretty advanced though
I made the matchmaker for a stream on twitch once based on the results of all previous matches and assigning values to the individual characters, worked rather well, there is concern for abuse though
In my case Im upgrading the player every X rooms and the enemies a little bit every room. Thing is that the player's playstyle can be very tactical which would almost make the enemy upgrades neglectable. Still trying to see how to deal with that but thats for another time.
Thats an interesting idea for a lot of multiplayer games
like if the player figures out the system and tricks the program into thinking that they struggle with an enemy that's actually very easy
(FYI this is going to be my first game so dont expect too much, its going to be inspired by wii tanks)
I want to make war stragety with hex tiles is 2d or 3d better plan to start android first
@cold onyx maybe Moss and Tunic could be of some inspiration? Even though the heroes in those games are a mouse and a fox 🐭 🦊
When people make 2d levels without tilesets, how do they stay organized?
there was this game that just came out called biomutant that is definitely more realistic than stylized, maybe you might find that more to your aesthetic?
oooo idea, @cold onyx a bunny game that starts off as survival and then leads into horror
anyone have a sample UML diagram of platform game?
where should I place tilemap stuff in it xD
Hey! Im a student and am new to coding and stuff, was making a car controller for a racing game i had to make for an assignment, but the car doesnt start moving if i get it to a standstill by breaking, can someone please help me out?
prolly ask in code if it's a coding issue, this isn't the right spot to ask for technical advice - this is more for talking about game mechanics or looks or feels
alright thanks! my bad
Any ideas for a main character of a platformer game? I have no idea how I should design my main character
Does your character have any special abilities? Whats the terrain like? Any special setting? Whats the atmosphere/feeling you want to convey? Are they more badass or softer n happy? You should probably look at those things to get some ideas
How can I make my game look less like antichamber, and more unique? I am terrible when it comes to choosing and working with visual design.
Here's a screen shot of my game:
such a broad question gets broad answers. Make it look less like antechamber, strong lines and simple colors are cornerstones of antechamber iirc
Hm okay I thought about it for a bit and I havent gotten an idea but I guess I will think more
I was wondering if there is a thing like Trello, but designed to sort out lore things rather than being used as a checklist. Example: you are designing a story driven RPG and need to have lots of NPCs that all have personalities, uses in-game, jobs etc. How can you make like containers that tell everything about a certain character that is so unique about them? (i know i could probably use some kind of text editor but i like to use things more interactively and such)
Hack n Plan is game development focused and has design tools.
Milanote also seems pretty neat if you are rich.
yeah i found milanote
also what do you mean by rich
do i have to pay?
100 notes huh
We use Miro at work, it's a visual board with lots of tools and makes collaboration super easy.
thats gonna cost a lot
It's all we've been using since starting to WFH.
is it free?
gosh dang it
why are they all so expensive
as in gosh dang it why do i not have money
Yea wish there were cheaper alternatives, but most of them are structured to be a lot more rigid in layout
Well, nothing beats a Moleskine notebook, grid pages and an erasable pen. That and Google docs.
For things like visual and concepts, check out Pureref (it's free).
Yeah pureref is good for moodboards
what would you guys prefer to play: an open world multiplayer game similiar to zelda botw, but with sci fi looks and multiplayer gmaeplay, or a valorant like 5v5 fps but more futuristic and with much more mobility (grapple hook double jump etc)
second one 100%
cool, im trying to decide on a side project to work on for a couple of months but im kinda indecided
I was just about to share milanote, cheers
Otherwise, I've use Notion for everything except moodboards.
I'll be checking bout pureref
That's a lot of stuff to get done in a few months 😛
Let's talk about bad game design, what features are supremely bad? game design that takes away from the game itself? features that, if taken away would improve the game? I think some that could be easily included are loot boxes, non-cosmetic cash shops (pay to win), micro transactions that skip the game (assassin's creed comes to mind, "our game is so boring you can pay us to beat it for you!") what else?
Does ice physics or water levels count? often times those are frustrating while lacking any satisfaction.
oh and of course, how could i forget, on-disc dlc
oh in game currency that costs real world money is a good one, this has so many bad factors to it that are absolutely disgusting.
- it separates the reality from spending actual money, it's been proven that this causes gamers to be more loose with their money when this is in games
- it creates scenarios where you have "inaccessible money". if you have 1 in game currency it usually isn't enough to buy something, so now gamers are confronted with the scenario that you have to buy more in game money so you can spend the in game money you already have.
- requires you to be more "loyal" to the game you are already playing, making it harder to switch to a new game of the same category. Essentially the sunk-cost fallacy.
This is a very distasteful "bad game design" list
The only thing I would agree with is "micro transactions that skip the game" which I'd argue isn't even game design at that point
All the things you listed can be good game design, it's just that it's often designed poorly
For example, take a look at Aquaria, the entire game is a water level, and it's fun because they put enough time in making interactions with the water fun. Water levels are often rushed since they often function differently, and so aren't given the time they need
Oh and I'd also argue this isn't game design
oh and of course, how could i forget, on-disc dlc
I also believe ice levels can be made fun, recently played Super Mario 3D World Bowser's Fury which has a ice level section that was a ton of fun
Same problem with water levels, it's often just slippery physics lol, not enough time is spend on actually making it fun
most of these seem to be just "bad" practises tbh
Yep
Don't screw over your players by making your micro-transaction store P2W, but if you're a FTP game you're going to need some microtransaction, and it can be done well, it just often isn't
bad game design would be like having bad progression on the game, like u get an Armour in an RPG but not even 1 battle later u have smth immediately better
Right, and I'm saying they don't 😄
Like Dabt said, their bad practices, not game design
water levels are usually really badly designed but its mostly because if ur game isnt focused on water its an one off thing that wont be worked alot