#archived-game-design

1 messages · Page 38 of 1

true coral
#

"Input System" for what? The interaction system of your settings? The controls for gameplay? Unity?

Also, having a border doesn't necessarily look bad but having a border for the entire screen isn't really needed.

true coral
#

Ahhhh

#

I have no opinion

jagged forge
#

yeah well as a coder, its infuriating to work with

#

everything ive seen uses strings; which seems highly inefficient

true coral
#

I have yet to babble on complex control development unfortunately

jagged forge
#

mmh

#

well lets say its much harder to get into this one than the old one xD

#

The old one you can even make your own system, just need to use the key assignment and detection

#

This one will prove much more difficult to manage with

#

one bright side on this one is that you can disable whole action maps, so you dont need to have if checks and such in scripts to see if a menu is opened or not in order to lock controls

true coral
#

Ahh

sudden pendant
#

That bright side is literally one of the reasons for using this system, it doesn't force you to have insane amounts of code checking states.

jagged forge
#

oh, also u can assign events for keys that just need to detect presses or holding; no need for update methods

jagged forge
sudden pendant
#

That, and the ability to add multiple input support without any code changes. Gamepads, etc.

jagged forge
#

yeah that ones nice

#

i normally just have the M&K controls though

true coral
#

Oh hey! Question, what's the line limit of messages on this channel?

jagged forge
#

i said it should be 2000 😄

#

ooooh

#

i see now

true coral
#

I said line limit, not character limit

jagged forge
#

the bot deletes it

#

i thought theres just a character limit 🤔

frozen urchin
#

Anyone have any good resources on mobile game monetary systems?

What money equivalent (or time equivalent) value of rewards should a player get playing say 1 hour of the game?

What money equivalent (or time equivalent) value of rewards should they get for watching an ad video?

I understand each game might do it different, but I am sure there would be some general consensus among the popular games.

true coral
#

Instead of thinking about it like that, try thinking this. If you are a player and you spent an hour playing your game, what kind of reward should you expect?

#

As for the ad watching, you’ll want some amount of money that makes it worth the watch, but not too much that all of a sudden it’s becomes a player’s main source of income. Watching ads isn’t really intuitive and the more players get from ads the less they’ll care about gameplay

#

At least, that’s my theory

frozen urchin
frozen urchin
true coral
#

The reason why I said the first bit is because what your asking for is very specific. Something like that would take research and gathering data from random people of some place that usually doesn't represent the general public.

I have no idea what you can do with money in your mobile game nor do I know your dollar's worth, and I doubt there's any form of data online about your game of which I assume doesn't exist yet.

Putting yourself in a player's shoes is a good place to start. However, you are correct that you may not be the average player, so here's the deal.

Usually players want money to progress in a game, so the more money they get the more they'll progress. If you can find a group of people to help, you can make a poll for different levels of progression per hour and see what they think.

snow yew
#

im trying to control this thing my friend made in blender for my game, except the camera wont work

#

ill get a video

reef vale
swift night
#

Hey, I am planing to start development on a Gundam vr game and was wondering If anyone had any tips?

lethal radish
#

i recently started my first unity project, and i'm already sort of stuck. i want my sky to look a specific way, but when i try learning about how to do it, i keep running into dead ends

#

it just seems like information overload, but none of the information appears to be useful
for example... how do i make a starry sky, without just using a still image?

deft patio
#

Question: Underwater movement scheme that makes sense?

#

I guess the standard is making the jump key add to +Y move
WASD, forward/back is towards the direction of the camera facing
I dont have a sit function yet, or if/when i do have sitting, the sit key will probly default to somewhere far from around WASD
What's my option for "diving deeper" key?

pine kite
#

Shift?

deft patio
#

Is it acceptable to have W forward as towards the camera direction, and Space to swim upwards
So if u face down, press W and Space at the same time, the Y direction will be summed, i guess

#

I dont play much underwater games tbh..

open nest
#

Not all games have a “swim” button. They rely on direction controls. But some games may use space to go forward when swimming in spurts.

gentle badge
#

anyone know how to get my game noticed?

sudden pendant
#

Pay for marketing, ads.

gentle badge
sudden pendant
#

It unfortunately costs money to make money.

#

Otherwise, start sharing your game wherever you can and hope word of mouth will be enough.

cold onyx
#

It helps to make a good game

#

Or something to create a buzz

cold onyx
#

can someone help me get quick suggestions 😢 its not working

hoary sorrel
#

I am making a game that I want to be somewhat competitive (possibly add matchmaking in the future + leaderboards of some kind) but I don't really want to pay for hosting. I realize that making my game player-hosted ("peer to peer") could/would allow cheaters to easily alter the results of games to improve their ranking. Is it better to pay for hosting so that this isn't possible?

heady terrace
#

Or something to create a buzz
And this too... twice

jagged forge
#

Looking good? Im not entirely sure what else to add in the sound section; im also not sure if its good to have that extra separation between the master volume and the rest

#

Maybe remove the "Volume" part of the texts?

jolly zephyr
cinder hamlet
autumn rampart
#

Good afternoon.
The company that i work for has tasked me to build a poker game over multiplayer and I need some guidance on the best solution for building such a system. The number one concern in this project is determining the legal winner of the match, because money is involved the system should be anti-cheat proof as much as possible.

Do I build a node.js server (I dont have c# server experience. Most of our team are javascript developers) that acts like the "dealer"?
Client access server.
Cards are sent to the client.
Player input is sent to the server.
Server calculates result.
player client is updated.

or do I use something like "Photon" turned based example?

stoic bridge
#

You need the server as the master for all move, but how good is your team with security in general? Thats the real question you should cover first. If real money is involve it mean that just hacking a player account is enough, how will you protect it? How will you protect your network packet? Your database? Your network?

#

Which cheat detection measure will be in place, how will you monitor the server and infrastructure against attack?

hoary sorrel
cinder hamlet
#

Well, I heard that an average device wouldnt be able to handle that but idk

#

still, the host would be able to cheat as much as they want

#

and making any sort of permanent progression in game would be impossible without using a normal server

#

that also means no monetization

cold onyx
#

i made a 2d char in illustrator but now i want to animate which software shold i use it
to animate

stoic bridge
#

@hoary sorrel you could have people host their own server, but then you totally lost control about everything, how would you play to manage money, winner/loser, fee, game?

hoary sorrel
#

Yeah thats what I was thinking

cold onyx
#

i cant get anything to glow im on unity 2020 URP any tips

autumn rampart
#

@stoic bridge thanks for getting back to me. So your saying i im on the right track about have the server be the "dealer". i thought that if the dealer was the server then i would have to worry about protecting the network packet, becasue data is not calculated on users device 🤔
Hackers... i dont think my team has security experience. Where would I be able to learn security stuff that would protect against hackers trying to change account info? wouldnt one maybe use a database like what firebase offers? dont they make sure that accounts/db are protected?

spiral birch
#

Securing a game against hackers is a never ending task

spiral birch
#

Oh I just looked up in the conversation and noticed that you're dealing with real money

#

I would really recommend hiring someone who knows what their doing for your server side interactions, doing matches with real money on the line is a big deal

#

At the very least, you'll want to simulate the match server-side, by having a version of your game logic outside of Unity Engine that can be verified to ensure no weirdness happening on the clients

#

On the client-side use IL2CPP compilation instead of mono and get an obfuscation asset from the asset store, to ensure you have some basic protection against reverse engineering

#

You also don't want the clients talking to Firebase directly, have the client send specific requests to a server, which verifies the request is legit and a valid option, and then modify the Firebase data from your server

#

There's a lot of things that could go wrong just in doing what I've described, make sure to be vigilant and always think about how a hacker could misuse a certain bit of code or a packet to their advantage

#

Also I would recommend building your gameplay verification server in c# so you can run the same game logic on the client and on the server

stoic bridge
#

@autumn rampart yes, you need a server, that will record everything in a database... as me an hcorion said, the issue is the "real money", that may attract people just because of that reason.
About security, honestly if you want to do it right, find someone with experience on it both on development side, and network infrastructure side, is too complex of a subject to learn overnight. Security and hacking is a never ending fight, it's not something you can put in place and say we are done, let never think about it again. It's a constant job, and require good experience. No idea what is the size of your project, and the real goal of that project, if it's to build a table for a couple of friend, or distribute at large. The bigger distribution you have, the more the risk ob being a target of interest will raise.

still marsh
#

Quick question, what is the best way to stop my player character from driving off the screen in a 2d environment? Should I place a whole bunch of colliders around the edge? Or is there a better way?

mellow veldt
gentle badge
mellow veldt
#

Tesla never spent a single cent on ads, yet it's the biggest car company. The thing is that good products make people look good, so they feel the need to share it. Word of mouth is the most powerful form of marketing

#

Make something that people want to be seen playing

#

fundamentally, this means new mechanics + attractive visuals

polar wigeon
#

Hi, so ive been wanting to access the .assets files for a game to change the textures and I have stumbled upon something called UABE (unity assets bundle extractor) and I tried researching if its not malicious, it seems fine for the most part but i just waned more conformation from real people.

crimson mountain
glacial badge
#

Can someone help me fix this please?

#

Also, in case you cant watch the video:
When playing, trying to rotate the head will rotate the entire body, but selecting the head (which is a parent of the camera) lets me rotate the head and camera individually from the body

warm flume
#

After 3 years I finished making my game. Where do I post in this discord though? (which channel)

plucky flume
#

:0 that sounds cool!

warm flume
#

ok

plucky flume
#

hey, in this channel we can talk about level design in general or?

scarlet cave
#

Maybe my question doesn't really belong here. But I would like to port my RPG to multiplayer.
I want to make it with a completely authoritative server. However, my questions are about what the server should handle.

I have already thought about the movement system, with players just sending their action (not their states) to the server, then the server checks if the player's new position is legal, if it is not, then the server will correct the position by sending the player's new corrected position.

Players will also be able to encounter wild creatures with stats (a bit like pokemon), for this aspect, will all encounters have to be caused by the server or the client?

I'm having a little trouble seeing how to separate what is client driven and server corrected or what is server driven only?
I always try to put myself in the position of a player trying to cheat.

#

Do you have any advice or excellent references to recommend?

rich wren
#

im trying to make pixel animations in my game, anyone know any programs that can export animations as picures and have a overlay of the last image i was editing?

full tangle
polar wigeon
polar wigeon
wise vigil
#

Hey guys, for an RTS game in 2d (isometric style) would you use a cinemachine or a normal camera?

pine kite
#

You get transitions and shakes out of the box with CM

burnt vortex
#

Would it make sense to add undo and redo functionality in a puzzle image game?

hoary sorrel
#

I'm having a really hard time trying to come up with ideas for games, any tips?

mint current
# hoary sorrel I'm having a really hard time trying to come up with ideas for games, any tips?

Hi - Id suggest brainstorming - make a list of game mechanics, how bad or good doesnt matter just whatever you can think of, then a list of possible objective etc. Then afterwards try to connect two you like/that you can see working together. Genre would be a good one to add in too.

Dont forget the things you add to that list can be as crazy as you want. If you think the player is a frog and uses hops and his tongue to solve puzzles then write that down. If you think something w exploding pineapples then write that down. The idea is to stimulate the brain into doing creative thinking. Good luck!

Ps you could also look at existing games for inspiration but i think brainstorming will be more rewarding. Hope this helps a lil :)

sudden pendant
cold onyx
#

@hoary sorrel
Just look at your game library, what did you like to play most

#

For making games, it's best to either make something that you are really passionate about...

#

or something that you need to do to grow

#

Too many people waste their time sitting still, thinking about what they want to make

#

It's best to build a First Playable Prototype and once you have everything you need...
Character, gameplay, items, weapons, enemies...
Start to think about where you want to go with all this

#

But at the very least, you are well started to finish a game

cinder hamlet
#

Yikes, right now when I have all the time I need, my creativity has gone asleep and Im still stuck without an interesting project idea to work on. Should I keep thinking until I get an idea that I feel motivated for or should I try to force myself to work on something instead?

true coral
cold onyx
#

Raw creativity is often overrated

#

Many games emerge from prototyping

pine kite
#

@cinder hamlet Try looking at a game experience that you could maybe adapt to bring to a different market. If you are new to game development, death of Flash brings a lot of opportunities to bring back relatively simple game experiences that were lost.

hushed marsh
#

Hey all. I've been making a 2d side scroller with a jetpack (hover specifically) mechanic. Was wondering if people could let me know popular games that also have this mechanic (for platformers specifically, preferably 2D). Some examples are Diddy Kong games, Super Mario sunshine, jetpack joyride. Other suggestions welcome. Would like to look at these games for compare/contrast/inspiration/novelty sake.

polar oar
#

Pharoah in Overwatch?

hushed marsh
polar oar
#

Well, she can't quite remain airborne indefinitely but it's close I suppose

hushed marsh
#

That's not a bad example. I had that one in my list :p

#

Anything like that is welcome.

#

Tho preference to platformers

polar oar
#

you've asked for a list of hovering games and it's going to be a billion miles long

hushed marsh
#

Closer to 2d platformers

#

To narrow it more

polar oar
#

I used to like thrust, where you had to snag a weight with a tractor beam and then deal with it swinging and drag you out of position

#

and then you had to do it with gravity reversed :)

hushed marsh
#

Ah interesting

#

I actually can't find too many games that I'm looking for. So far the closest examples in the category of 2D platformer with hover mechanic:

  • Diddy Kong games
  • Peach (Mario games)
  • Squirrel suit Mario
#

And it's really only Diddy Kong where the game can be designed around that character specifically throughout.

#

Actually I'm misremembering. That wasn't introduced til much later. I don't think Diddy actually has a game where it's just him and a jetpack.

quartz sequoia
#

Nitro from metal warriors on SNES maybe?

hushed marsh
#

On a separate note, relating to actual game design, I'm finding it interesting in my experiments choosing between hover vs glide as a mechanic, as well as having it either timer/fuel based vs infinite (with gravity pulling you down to defining your limit).

#

The hover+fuel feels more maneuver based and higher difficulty, whereas I can think of more puzzles based on the glide.

mint current
# hushed marsh On a separate note, relating to actual game design, I'm finding it interesting i...

Makes me wonder if its a good idea to combine the two, where the player has to find when to use each ability to get across. Where hovering takes fuel and gliding doesnt. I think it could be cool.

As a platformer, giving the player less fuel which refills when the player is standing still on the ground makes the game more interesting for speedruns. you could make alternate routes and optimising the routes/strats when to use which ability. (I assume hover would be constant thrust and glide would increase its speed over time. So it would outrun the hover over longer sections)

Hope some of this gave you some ideas
Good luck :D

brave flume
#

What’s the best way to approach game ideas, especially when lacking money, skills and a team? I personally only know how to code and I have no team to help bring game ideas to life so the best I can do is leave them to the side until I purchase assets.

cinder hamlet
jagged forge
#

What improvements to do on the naming and ordering of the graphics menu?

#

im not sure about vsync and render scale position,
and if i should remove the Shadow part in the shadow distance and shadow cascades , since its inlined with the Shadows

rose grotto
#

I think you can make the section with "General, Graphics, Sounds and Controls" higher, just below the "Back" option

jagged forge
#

so its basically the same, no?

#

@rose grotto eh?

sweet lotus
jagged forge
sweet lotus
#

id say always have the general tab first

#

then maybe alphabetically

#

up to you

#

just handing out some suggestions

#

personally i like the way they are ordered rn

#

id put controls above sound tho

jagged forge
jagged forge
#

maybe put vsync on top; thats the only difference i can think of

#

@sweet lotus looks good? i got a bunch of other toggle settings i need to add like post-processing ones that ill just separate with a title

sweet lotus
#

i think that looks fine

jagged forge
#

In fact...

#

maybe i should title each separation?

sweet lotus
#

YES

#

then people know whats what

jagged forge
#

Like the top would be "Rendering"

#

and i have no idea what names to put on the rest 😄

sweet lotus
#

rendering

#

maybe

#

preferences

#

for like

#

the windowed or full screen option

jagged forge
#

the whole thing is preferences xD

sweet lotus
#

bruh

#

true

jagged forge
#

ill just add a "Rendering" title for the whole thing i have right now, and "Post-processing" or "Effects" in the ones i have left to add

sweet lotus
#

ye

#

thats good

jagged forge
#

well, looks nice and clean xD

#

(height isnt what it will be)

sweet lotus
#

ohhh

#

thats

#

nice

#

sorry for the late response

rose grotto
rose grotto
jagged forge
#

MSAA and FX/SMAA is post-processing, right? I should move it to Effects

brave flume
jagged forge
brave flume
#

Yep, I hope I get myself to that point also. Hope that's going well for you too

cinder hamlet
#

for 3d art I recommend Blender, for 2d there's a wide choice of programs, I personally use paint net since I'm not too advanced yet

brave flume
brave flume
#

Personally, I'm trying to get into 3D art

#

@cinder hamlet

cinder hamlet
#

I havent done much Blender but I learned from the hammer tutorial, let me find it

#

this one

#

other than that, I mostly just experimented

brave flume
jagged forge
brave flume
jagged forge
#

alas i kind of abandoned it

#

it had some nice "scroll" animation when switching/toggling menus

#

like how an actual scroll opens 📜

brave flume
#

The animation was also yours?

jagged forge
#

yeah..

#

yup

#

it wasnt a hard animation

#

but it was definitely not an optimized UI xD

#

i was going for looks and feel than performance then; it didnt matter that much anyway

brave flume
#

Either way, that's still a pretty cool feat., nice work!

jagged forge
#

i wished i had more experience and such for making RPG elements

#

the database i made was relatively nice to edit; but it was definitely probably not a good way of doing it

brave flume
jagged forge
#

instead of hardcoding stuff; like monster hostility towards other monsters

#

being able to hotswap "race" features

#

basically mainstreaming stuff for easier quantity creation

#

it was probably a mistake looking up to warcraft; since that game has literal tenths of thousands of items and thousands of different monsters

brave flume
#

Ohh, I get what you mean. That's just a matter of creating modular systems with an understanding of what you want your final goal to be with that system

brave flume
balmy ivy
#

yeah its very easier when not hardcoded it can save you making a new script just for another type of something

brave flume
#

ScriptableObjects are very helpful in that regard

#

Maybe not with UI, I dont know how that'd work

balmy ivy
#

is ScriptableObjects for like storing other values from other scripts?

#

im new to unity didn't write that one yet

jagged forge
#

SO and interfaces are a godsend

brave flume
#

^^

jagged forge
#

but also requires a lot of planning KEKAH

#

a simple IDamageable for health system mainstreaming on an FPS project took 5 iterations before i figured out what it needed

#
float Health { get; set; }

    void Damage(int damage, DamageType damageType = DamageType.Neutral);```
brave flume
#

I'm not the best at explaining but I hope that makes sense

brave flume
jagged forge
#

SO is mainly used as a reference "single" data - so you save both effort and game memory if you use the object with said SO data a lot

balmy ivy
jagged forge
#

you can literally have a single line of code for 1000 different reactions

#

both my player and a destructible box use IDamageable, which makes it easy to actually damage both with the same code ; no need to copy paste with a slight difference

brave flume
jagged forge
#

kind of wished i learned this earlier, not 8 years into developing 😄

#

but i never did any projects larger than "small"

#

so never needed them

brave flume
#

Yep, same here, but using them in those small projects could help you approach larger ones with that in the back of your head

#

I'll try and see a use for them in the future

balmy ivy
jagged forge
#

i would like to have some kind of Debug.Log that doesnt get compiled with release games though....

#

having to add #if UNITY_EDITOR every time i want a debug to be there is annoying

brave flume
#

I'm not sure on that one, might have to dig for a solution on that one lol

brave flume
brave flume
#

Lmaoo I don't blame you

balmy ivy
#

i just found there is something like Debug.logger.logEnabled maybe you could make it to true if its a editor build? i hope it works though as all i did was just google it lol

jagged forge
#

i still need my logger SmhMyHead

#

i have a console in my release builds that igve out info

#

just want certain debugs to not be in there

#

actually i got an idea

#

What i can do is have a method that just calls Debug.Log and is surrounded once with #if , and call that everywhere i want to have it debug only in the editor

#

if its in builds, it will just call an empty method

brave flume
#

I was actually thinking something along those lines too, I think it should work

jagged forge
#

it will definitely work

#

thats just wasted performance though thonk

#

ah ill just make do with less debugs

brave flume
#

I'm sure if the project is small it wouldn't be too much of a decrease in performance

jagged forge
#

i mean

#

im trying to optimize it to work with large projects

brave flume
#

Oh, I got it

spare quail
#

So, not really set in stone or anything, but if you guys have any games/projects that I can make for a portfolio, please do let me know
That was pretty vague so let me just clear it up a little.
The set in stone part refers to the fact that I'm not entirely sure if I'm going to do another project or just try to get a job with 1 (the one I'm currently working on) - obviously it would be better with more.
And as for the projects, yes I can do anything as a project, but I'd be leaning toward quicker clean projects that take mostly coding. So if the project is going to take months, that's too long.
also I'm being a bit of a whore for peoples advice rn and have sent this to another server, so please @ me, thanks

jagged forge
#

Should I have the presets done differently? thonk

cinder hamlet
#

That contrast hurts my eyes

cinder hamlet
jagged forge
cinder hamlet
#

Black and white contrast a lot and its unpleasant for the eyes

#

Also consider changing background from black to grey as well

jagged forge
#

its not completely black

cinder hamlet
#

well, looks black though

jagged forge
#

212021

cinder hamlet
#

Try grey

jagged forge
#

oh yeah....for some reason my scroll view is darkening it thonk

#

the difference thonk

cinder hamlet
#

Ok yeah looks better

jagged forge
#

im not sure why its getting so dark

cinder hamlet
#

but I'd still make it a little brighter

jagged forge
#

the background?

cinder hamlet
#

yes

jagged forge
#

ive got no clue why its being darker though

#

never mind i just disable this to remove the image KEKAH

#

@cinder hamlet better?

#

my background is an image; so its a bit difficult to change

#

how about i just change the color of the buttons

cinder hamlet
#

Also yeah theres still a ton of contrast here

#

Try changing buttons to grey

jagged forge
#

210 colors?

#

maybe making the buttons super dark, the text white

cinder hamlet
#

no need I think

jagged forge
#

and darkening the dropdown menus on the options

cinder hamlet
#

now try making other white things 210 too

jagged forge
cinder hamlet
#

also the check boxes

#

but yeah it already looks more pleasant

jagged forge
#

it looks disabled KEKAH

#

@cinder hamlet it doesnt really fit; its hard to spot checkmarks now

cinder hamlet
#

like, orange

jagged forge
#

eeeeh

#

i use orange more of a median of a sort

cinder hamlet
#

wdym

jagged forge
#

like its not default color, but its not selected

#

like highlighted/hovered over for example

#

or in terms of the sliders: the handle which splits the "disabled" with the "enabled" part, if u know what i mean

cinder hamlet
#

yeah I get it

#

though I feel like a good idea would be sticking to a more consistent color palette; it will look a lot more clean and professional

jagged forge
#

it is consistent

cinder hamlet
#
  • ensure that the numbers near sliders have same font size
jagged forge
#

but probably not a norm

#

im just using 4 colors, 5 now that grey is there

cinder hamlet
#

for numbers, you may want to use a monospaced font

jagged forge
#

what does that mean

cinder hamlet
#

a font where all characters have same width

jagged forge
#

ah those

#

well idk how to add fonts yet in textmeshpro

cinder hamlet
#

I guess you can leave it for now then

jagged forge
#

didnt really needed to

cinder hamlet
#
  • these sliders seem to have created an optical illusion
#

because slider handles look like they're different size

jagged forge
#

that might be from the resizing

cinder hamlet
#

I've seen some games/apps make a handle-less slider and it looks pretty cool

#

or an invisible handle

jagged forge
#

yeah i know

cinder hamlet
#

consider making that, it might look good

jagged forge
#

eeeh not sure about that one

#

though it does get rid of the annoying size issue of the handles

#

@cinder hamlet should i be using expand or shrink?

cinder hamlet
#

uhhh idk what this does

jagged forge
#

i know for a fact that expand makes it way better if the resolution goes smaller; but has issues with the sizing being inconsistent

#

oh well it resizes the UI to be proportional

#

expand, at least

#

im not so sure about shrink

#

but by the looks of it if u choose shrink, u need to work with the smallest possible resolution ur gonna have

#

because it wont go smaller than the chosen by the looks of it

#

which is weird, considering it says "shrink" SmhMyHead

twin niche
#

I know this has been discussed countless times, but how do you come up with a core gameplay loop? I never start a project because that's what's missing, I get ideas like "Oh yeah I'm gonna make an RTS roguelike" and have lots of games to take inspiration from, but I fail to think of a core gameplay loop, making me think it's not worth it to start a project if I don't even know what the goal of the game will be

spiral birch
#

Whenever I concept a game, the core game loop generally gets created after I've got the game figured out

#

For me, it's a good way to step back and break the game down into it's simplest form to see if it still makes sense

#

It's also useful when pitching your design, or showing a new designer to your team how your game works

#

Other than that, I don't find the core game loop all that useful during day to day development

twin niche
#

@spiral birch How's your process of "figuring out the game"? Do you just start prototyping without having the player's goal in the game in mind and figure it out later? Like in my example, a Roguelike strategy game, start with some mechanics that are needed either way? Finding that "simplest form that still makes sense" is where I struggle already, because I find it hard to get ideas which are more fleshed out than just the general genre that the game should play in

spiral birch
#

Generally I start by figuring out what's unique and prototype that first

#

So in this case, what immediately comes to mind is the procedural generation of interesting RTS maps

#

So instead of focusing on base RTS gameplay, throw together some really simple RTS movement and attacking and figure out the RTS map gen

#

but maybe what's interesting to you is instead the procedural generation of units/abilities, and instead figuring out how to generate those and make fun and interesting combos is what drives you, and you can stick with some basic maps while prototyping

#

RTS is also a really wide genre, you could define an RTS core loop as
Resource collection->Production->Execution
and there's so many interesting ways you could go about designing systems within that loop

#

I think what might be interesting in this example is what the secondary loop of gameplay is, ie the hour-to-hour loop

#

since that's where the rougelike mechanics come into play

#

Or maybe not 🤔

#

You could totally design roguelike mechanics within the minute-to-minute loop as well

#

You've got my brain buzzing with lots of interesting RTS roguelike ideas now 😂

#

Of course, all that being said, an RTS is usually an extremely complex game concept, not sure if I would recommend it as a genre for solo dev

twin niche
twin niche
#

Thanks a ton for your feedback, appreciate it a lot ❤️

paper ferry
#

Hi all i have the oauth key part turned off in my twitch chat game is this safe or unsafe if other streamers have my game. as i want the bot for the game to post in my name in there channel. ********Sorry if i posted in wrong part

dire yarrow
#

i have no idea what ur doing, but i think that part of code will always run..

kind folio
#

where does the level design who make s the level with 3D assets fall under?

cold onyx
#

But basically, the level designer designs a rough version of the 3d map layout and makes the game level fun to play. They add enemies, script AI patrols and enemy waves, add items to pickup, script missions, puzzles, etc.

3D artists and environment artists create 3d assets and decorate the game levels. Add lighting, etc.

#

The nuance is a 3D artists create 3D assets. Environment artist may create 3D assets too, but they also use assets to decorate game levels.

#

This job could also be called ''Level artist''.

#

It's often different, a bit, from one studio to another

worthy jungle
#

Hello! Im currently working on a puzzle game where you play as a slime and can stick to other slimes! But im having some trouble naming the game. The current name (Sticky Slimes) might be fine, but I just can’t decide. Let me know if you have any thoughts! (Also here’s a link to the jam version of the game: https://sominstudios.itch.io/sticky-slimes)

lime ravine
#

Sticky Slimes sounds good to me, I can't really think of anything better

worthy jungle
lime ravine
#

you're welcome

kind folio
#

what tools paid or free is good for making game levels?

carmine marten
worthy jungle
#

the gray slimes become part of the player once you touch them

carmine marten
#

oh that's kinda sick actually

#

let'see... "We Are Slime" came to mind, spitballing.... there are some play on phrases like "divide and conquer" you could play with like "Combine And Conquer" but that might be too far gone.... maybe if you can find a word with a similar letter structure as "Divide" it would work. also, this kind of reminds me of like slime colonies used in science, maybe something with the word "colony" could work?

clear raptor
#

hi quick question, i know you can always allow players to change keybinds, but is it easy for a right-handed person to press the F key when using WASD for movement?

#

and space to jump

#

like is it uncomfortable to press f in that case

rough geyser
#

Would anyone like to create a open world single player survival game with me?

cold onyx
#

//maxx = Physics.Raycast(transform.position, -Vector3.up, out hit, 100.0f)

#

would this get raycast distance?

#

im trying to get raycast distance between the player and the raycast hit

covert fulcrum
#

It's not like you are asking for it to go from D to L without significantly repositioning your hand 😛

late vapor
#

I hit a creative brick wall

#

I'm doing a game jam where you make a game based on a randomly generated title

#

but even if there was no rules, I still would have no clue what to make

covert fulcrum
late vapor
#

@cold onyx @covert fulcrum creepy beach

#

but like I said, I have no ideas regardless of the title

#

All I made was a island, water, and a character that uses the navmesh agent to go to where you click your mouse

#

there's a beach

#

but no creep

cold onyx
#

like as a backup

#

keep me on your tabs

rough geyser
#

Ok

buoyant crow
#

help before i start my game, all of the objects are shown fine

#

but when i start it

#

they all disappear

#

I can still see it in the scen view but not game view

cold onyx
#

check your camera position

#

make sure the camera is actually looking at the objects

#

Sounds dumb and condescending, but this has happened to me many times

mint current
# late vapor but even if there was no rules, I _still_ would have no clue what to make

Just throwing some ideas that might inspire you:

  • defending the beach from an increasing amount of undead arriving (on boats/out of the ground), or more and more area being unlocked so it slowly goes out of hand
  • having to manage the few resources on the island to build defences/shelter
  • making the water blood instead for the creepy part
  • pirates
  • having to manage your one lightsource/generator on a resort that becomes haunted at night
  • moving becoming increasingly harder as the beach secretly is quicksand
  • the water slowly becoming higher and higher and having to manage a barricade/getting up high while getting resources down low - add a bloodmoon n red atmospheric lighting for the creepy part
gray fable
#

I don't know if this is the right channel for this, but I'm looking for a workflow to address this issue I'm having.
I'm current making a Danmaku, and I want this cinematic background visual like how touhou does it. The core design of the concept I understand, but as for the direction (as to what tools to use, or how I should approach the task), it's completely unknown.

The gif provided is just a sample of what I'm achieving.

late vapor
#

@mint current thx

late vapor
#

is that a word for rhythm game?

#

BGAs?

gray fable
#

Oh. I'm sorry.
A shoot'em up!

gray fable
#

I apologize for the confusion.

buoyant crow
#

thanks anyway

#

was about to rage quit

late vapor
#

I've played maybe 1 bullet hell before

#

and the backgrounds are pretty interesting

#

maybe they are rendered videos

#

I am not sure though

gray fable
# late vapor _maybe_ they are rendered videos

You what? I came to the same conclusion as well! Because I was thinking "Unity has a video component"
So I was like, "Why not do my background stuff as a video, and import it that way?"

#

It'd definitely be more lightweight than working with the animator. As oppose to having a lot of objects being controlled, you have 1 object active.
And with bullet hells, frame rate matters.

I really appreciate the feedback! Thank you @late vapor

late vapor
#

the problem is compression

#

videos are huge wastes of space

#

that's the case for animators/meshes

cold onyx
#

I'm making this open world survival game but i cant think of a name. Any suggestions?

late vapor
#

name is arbitrary imo

#

.....

#

irony

silver perch
#

The Grinding Lumberjack Architect in the Zombie-Forest

obtuse copper
#

Hey guys, been toying around in unity and started making myself a custom character controller (not literally a character controller as will become obvious).
I have myself a rigidbody character running around the scene using cinemachine for third person view and with root motion for all the movement including the jumping which im quite happy with and using the new input system and animation blends.
All is good so far, even got it going up curbs fairly nicely!
Problem is im now moving onto slightly more complicated movements like climbing and im at a loss of where to go. I have seen a few old tutorials on the subject but they dont exactly fit either so im hesitant to waste time adapting them to find out they dont work like i hoped. I have also seen a very new tech demo of the most amazing climbing system id love to use however, the explanation is beyond me.
I was hoping i could find someone here to help me getting a nice system implemented in my controller?
Cheers guys! Im UK btw if thats of any relevance

late vapor
#

@obtuse copper Never implemented it myself, but I suppose you can tag all of the climbable surfaces so that the player can detect it, then move up it slowly or whatever

modern condor
#

So Im making a 3D game and Im making it low poly style. The problem is that I added one simple color (green) to my terrain and its too blended in the camera

#

I mean, you cant tell how far the terrain in in front cause you see the same color

#

Any fix for this?

cold onyx
#

Add textures

#

That's the whole point

#

Just because it's low poly doesn't mean it shouldn't have textures

plush flicker
#

I've never built a game past prototype before, so I need to ask: are story based / single player games and scripted events in those games just a collection of UnityEvents that trigger when conditions are met?

#

Are there more elegant / better / different ways to drive?

#

Like... You start the level, spawn the first few enemies, and then either put a trigger on the last enemy's death to spawn something else, or let it be a floor trigger for progression down a level? Is that itm

merry tendon
#

C# made it possible. well most of all ideas

#

talking about design well C# would not help much really , but well games are created from different areas and big studios have alot of people working on multiple sides of the game multiple aspects all co-working for the final result.
so things are hard if you are thinking to go alone as one person

cold onyx
#

Hello my game design broskis

#

I am participating in a jam where you must use geometric shapes as a large part of the jam

#

squares etc

#

should i have text for the tutorial etc or leave it mysterious ?

#

the upside of not having text would be it wouldn't be handholding and not having text would improve the no non squares aspect

obtuse copper
#

@late vapor yeah i thought of that but i feel it should be far more dynamic, the game im making climbing walls freestyle would likely end badly but i want to allow it anyway.
Bit of insight the idea is to make a semi-real time trpg so in essence anything would be attemptable, but if you dont have sufficient skill, or oodles of luck, it wont end well.
But the choice should be available lol

shrewd estuary
#

I'm not sure where to post this: My game (the racing game, Reckless Driver, that I've been showing off in #archived-works-in-progress ) needs optimization help. I've been using unity for a long time and have done a lot of things for it (rendering distance for different layers, using mobile-optimized post processing, dynamic occlusion culling, etc). What else can I do here?

#

Ofc I'll add LODs soon enough but MOST objects are actually extremely low polygon already; enough to be a VL lod in modern games. So that won't do much.

pastel bolt
#

how big should i make my tiles of my tilemap? this is my character

modern condor
#

Im making a game based on food (hotdogs, donuts, pizza, etc) and idk what gameplay to add. I want to make a small game but fun, I dont want to make a cooking game or something related to that. Any ideas?

covert fulcrum
# pastel bolt

Are you looking to have the tile map represent a single unit of movement in a turn based game? Or are you simply using that as a floor?

#

Would make sense personally to make the character one square wide/tall

cold onyx
#

whenever i export my model to unity, unity just says:

A polygon of Mesh 'Cube_cell' in Assets/Models/Enemy.blend is self-intersecting and has been discarded.

and i dont know how to get rid of these verticies since whenever i try and merge them, non of em merge

limpid wasp
#

I'm making my game's settings menu where i have a mute music toggle and i don't know if makes the toggle to set the music volume to 0 (and the track is still playing without volume), stop the music (and when unmute begin at start) or pause the music (and when unmute stays where you muted the music).

late vapor
#

how about you test to find out

limpid wasp
#

I know (and i'm doing it) but i would like to know what other people did.

cold onyx
#

I mean, it's always up to you
But it takes minimal work to get something that looks good in Low Poly that is more than just flat colors

#

And that's coming from someone who doesn't mind making low poly games

#

I started my new project with low poly and flat colors...

#

And it's so easy to just do a bit more than that.

#

To get got bake, normal map and some textures...

#

Even all older games had textures

#

Even on N64 or Playstation

#

Def Jam Fight for New York - Xbox and PS2

#

TENCHU 2

#

Even Mario N64 had some

spiral birch
#

It has a really cool aesthetic, and while it's definitely not the same as a completely texture-less map, I think it does a good job of conveying the low-poly flat color texturing without sacrificing detail & depth in your landscape.

drowsy bane
#

I'm working on a mod editor for my game so I want to ask - is there any library that automatically generates UI for users to edit provided custom data structures?
something like this but for unity and based on c# classes instead of json schemas https://github.com/json-editor/json-editor

sour tapir
#

my game broks when I build it

#

anyone can help me?

sudden pendant
#

@sour tapir This channel is for game design discussion. You already have your question posted elsewhere.

sour tapir
#

I am desperate

sudden pendant
#

As are 99% of the people asking questions in this Discord. Use the right channel and don't crosspost.

kind folio
cold onyx
#

@kind folio
Was just an example, not my work 😛

gentle quail
#

putting together a little prototype of something new, what do we think?

Run, jump and dash to the beat in a fast-paced rhythm platformer that won’t let you catch your breath.

essentially it's a rhythm based speedrunning platformer. Jumping and dashing on beat will give you a speed boost! The game will be split into levels - each level will be a song, levels will be grouped into "albums" that are different places in the world. The first place will be a forest, I'm thinking desert, ice, and space levels with new environment bits for each - quicksand, ice, and antigrav zones probably

wispy thunder
# drowsy bane I'm working on a mod editor for my game so I want to ask - is there any library ...

I dont know if this would solve your issue, but there are a couple of assets in the store that help with that. Databox is probably the most advanced (https://assetstore.unity.com/packages/tools/utilities/databox-data-editor-save-solution-155189), but it is paid. Free solutions are charon (https://assetstore.unity.com/packages/tools/visual-scripting/game-data-editor-charon-95117) or BonaDataEditor (https://github.com/bonahona/BonaDataEditor), but I dont know if the last one has UI support. Hope that helped

Get the Game Data Editor 'Charon' package from GameDevWare and speed up your game development process. Find this & other Visual Scripting options on the Unity Asset Store.

deft patio
#

I wanna ask about dotas turn rate and casting

#

So...i have a knockback homing projectile, and it pushes enemies outwards from the projectiles impact. It works properly, but i got an issue when the cast time of the bow is slow, the enemy moved away from the players forward direction.
The homing still works, but in some cases itll home inwards (towards the player) and that causes the enemy to be pushed into the player instead

#

Now.. dota does the turnrate towards enemy before starting casting, but does it also turns during cast, so that by the time the projectile is released, the look direction is somewhat maintained?

#

Whats an example of a slow cast unit target (projectile) skill? Earthshaker fissure maybe?

And so my question is, if it doesnt, should it?

wispy thunder
#

I dont fully understand the problem nor have I played dota yet, but from what I understand this sounds like a design issue that only you can decide about. From what I understand (slow projectile, homing enemy, enemy moves such that the projectile homes towards the player and not away from them, pushing the enemy to the player) this seems to be intentional since the projectile is slow. If it isnt intentional, you could just increase the projectile speed and this issue should just disappear. Otherwise I would need some clarification on what the actual issue is
@deft patio

deft patio
#

As far as i know, in dota, when u already start casting then u dont turn anymore. Actually im not sure, so i guess someone who knows can probably confirm
And "turning while cast is animating".. i just added it and i guess it helped a bit. But wondering if this is good or bad (balance wise). Bcoz, imagine a slow boss, doing a swing towards u, and u'd expect to be able to guess where it'll land based on the angle when he started the swing
But with this change, i guess u wouldnt be able to dodge that (unless going out of range)

deft patio
#

An unrelated question about unit selection

In a 3rd person, far away units will be harder to select by clicks. Cant only rely on the unit's collider

So i'm thinking of making a separate child object with a UnitSelection.cs and its own (bigger) collider to ease the selection of far away units
These colliders will also adjust its size based on the distance to the camera. I think this'll work, but.. how bout if there's enemy A and B. They're both kinda far but B is further (just behind A)
A's enlarged collider would be blocking B, even if my cursor is pixel perfect on B's actual unit collider. How do i solve that?

I could mimic Unity editor's way of selection. I'm guessing, it uses Sphere/RayCastAll, and clicking on the same pixel would cycle through the next further objects in line
But.. for some technical reason i can't use CastAll. Or maybe i can but it'll involve some rework

#

Maybe... still use raycastall and the enlarged collider, and upon sorting the list of units in the cast, check again which one of them is the "closest" to the cursor in terms of screen, via WorldToViewportPoint?

drowsy bane
pine kite
#

@cold onyx Don't crosspost and try to keep programming questions in the programming section.

wraith kindle
#

I want to make a battleships type game wher you can build the navy of a nation that you choose. Any cool ideas?

placid nymph
#

Make it to where you can stand on deck when the ships are firing

modern condor
#

What kind of gameplay would you implement in an open world game where you play as a bird?

true coral
modern condor
#

Nice ideas, could a story fit?

true coral
#

Why not?

modern condor
#

The bad thing is that I dont know how to write a good story

quaint fjord
cold onyx
#

I never realised how much I suck at level design until I partook in a recent jam

spiral birch
#

Check out Eagle Flight @modern condor it's a VR Ubisoft game

calm folio
#

idk

modern condor
#

Thanks

true coral
#

And of course, you can always get story feedback from other people

modern condor
#

A harder part is to implement the story in the game

#

I want to make something like "the first tree"

#

The main story theme of my game is fake friends

true coral
#

Unfortunately I haven't played that one

hollow obsidian
#

Not unity, UE4, but looks like a masterclass on atmosphere and world building

coral adder
#

how important is it to have movement speed increasing spells in an ORPG?

#

since every orpg seems to have it but it's very complex to implement into my game's server architecture

ancient onyx
#

Space Escape Obstacles

tawny hemlock
#

hi

wispy portal
#

How can we help you

lapis turtle
#

is there any form to find all game objects with the name oil(including oil(clone) oil(clone) (clone) etc)

pastel cedar
#

From a performance standpoint, what would be faster?

-Models with no texture data, but instead 3-4 flat coloured simple materials.

-Models with one textured material at 2k resolution.

late vapor
#

I personally have no clue, but I would suggest making a project that will instantiate a whole bunch of one or the other

#

then just look at the stats/framerate

hollow obsidian
#

generally id say the simpler model would be faster though - seems reasonable to think so anyways 😛

cold onyx
#

If anyone Knows ANYTHING about making vfx in unity PLEASE dm me I really need some help with as I don't completely understand youtube tutorials that way so I would like to ask someone question in my own words.

sudden pendant
grand cargo
#

hello I just wanted to ask if someone can point me in the right direction to some guide on how to do timed attacks in an rph, like in games like paper mario where when you do an attack you have to time it right to do the most damage please?

plucky ember
#

You could always add two events to the attack animation. One to set a boolean that flags it as 'start bonus attack' & another that flags as 'stop bonus attack' . At the start of the attack you could reset a boolean for 'apply bonus damage' & at the conclusion you could read the 'apply bonus damage' before applying the damage. & if you get the proper button click while 'bonus attack' is on, you set the 'apply bonus damage' flag.

late vapor
#

I would recommend punishing early presses

#

to discourage the use of macros/spamming

waxen holly
#

so I have an idea. I just want to know if it's feasible for me to do it by myself

#

some sort of metroidvania or platformer, whichever is easier, where the player is surrounded in complete darkness, only whatever the player steps on has a highlight to it. Damaging enemies also highlights them. Dying leaves a permanent glowing blood splatter

iron spear
#

does anyone now how to get a pre made grass plane

#

like to i can put houses and mountains on it etc

#

sry im really new

winged saddle
#

Hey guys, I'm making a game where Chickens are taking over the world, they have various weapons to kill you such as a machine gun on their back / spit fire/ laser eyes. I have modeled the chickens and put in their attributes/ coded them. But I don't know what gameplay to make with them.

#

What kind of game should it be?

#

Any ideas? 🙂

fresh flume
#

I am just not sure how and if it would technically work out.

drowsy falcon
#

It looks like a turn based game

fresh flume
#

yes, it is.

hard fog
#

@fresh flume If you edit link "fxtwitter" instead of "twitter", it will embed the video.

drowsy falcon
#

Damn I didn't know that

#

I mean, it looks very doable

#

So what's the question? 🤔

fresh flume
# drowsy falcon So what's the question? 🤔

for me it doesn't look doable since I am only an 3D character artist in the team and since it is hard to find coders and such I wonder if it is really do able to create something like that.

like a grid that is used for the characters to walk on during the battle while outside of the battle it switched to a gameplay style like zelda and such and the grid is at best used when pillar get pushed around to solve riddles and such.

somber rune
drowsy falcon
#

So you're looking for people to help you build this? Because iirc that makes some of the mods here angry

fresh flume
drowsy falcon
#

It doesn't look that complex to me

#

I am pretty sure it can be made 😄 The "how" depends on who you ask. Also depends a lot on the final game

fresh flume
#

yes. cause the holes and traps should be avoided by the AI, but characters can be pushed into them. also flying creatures can ignore pits.

drowsy falcon
#

the holes and traps should be avoided by the AI
NavMesh

but characters can be pushed into them
OffMeshLink with despawn trigger at the end and animations while traversing. Edit: Oh, and disabled while navigating normally

fresh flume
#

I wonder if it makes sense if the dungeons are build rather normal and logical, but the player can either guide the enemies without triggering the fight into a trap filled area or away from it to get an advancement during the fight.

#

moving traps could get their own timebar during the battle, so they only move when their turn comes and not constantly like outside of the battle.

fresh flume
drowsy falcon
fresh flume
#

in the video it snaps from one to another, but I thought a more smooth approach would be nicer.

#

at least during the new position selection rather than the target selection.

winged saddle
hard fog
#

@fresh flume btw, you can always post your pitch on Unity Forums collab pages, to find people to work with you. But I would advise looking for people through participation in game jams. There are always a lot of them going on, you can find listings pinned in #🕹️┃game-jams . More reliable way of finding partners.

fresh flume
hard fog
#

Well most jams are very short. And you are not risking anything.

#

Most usually have communities as well attached where you can get to know people and join a team.

fresh flume
hard fog
#

GDN is running one right now btw, still plenty of time left. You can find it in Public servers list.

#

Yea, not talking about this project. You could go for something small that has elements of it.

hard fog
#

@fresh flume Type GDN in public servers search
<<

fresh flume
#

found: Game dev network.

cold onyx
#

is this where i can ask for help with something?

clever void
onyx moat
#

@tepid pivot what about plankton's escape

#

or maybe sponge's off screen work

tepid pivot
#

second one is decent

onyx moat
#

yea maybe something to imply that sponge like does this all the time

#

kinda like a hitman for crab man

tepid pivot
#

you gave me the idea for the greatest name of all time @onyx moat

#

"Spongebobs Overtime"

onyx moat
#

yoooooo

tepid pivot
#

sounds perfect for a horror game ?

#

lmaoo

onyx moat
#

it does

#

lmao

tepid pivot
#

thanks

#

Imma put you in the credits

onyx moat
#

:O

tepid pivot
#

should I tell you when the game's out?

onyx moat
#

sure man lol

tepid pivot
#

alright let me add you

onyx moat
#

sick

lilac thistle
#

epic

tepid pivot
#

yup

#

thanks guys

lilac thistle
#

lol "spongebobs ground meat" thought of this aswell like a min ago

tepid pivot
#

could be a name for one of the levels?

onyx moat
#

ooh

#

yea

#

lol

lilac thistle
#

me need game testers aswell

#

lol

#

no body wanna play it tho

onyx moat
#

ill play it

tepid pivot
#

thanks lol

#

let me add you too

lilac thistle
tepid pivot
#

what for?

lilac thistle
#

oops

onyx moat
#

just dm it to me :>

tepid pivot
#

okay

late vapor
#

been juggling an idea in my head for a while

#

In an effort to prevent my fps from being completely generic, I think that having an interesting death mechanic would help

#

at the start of each level, your character functions as normal, but on death, you have a very limited time when you're in a sort of "spirit" mode

#

you have maybe 5-10 seconds where you can move fast, fly, and in that time, you have to possess an enemy or else it's game over

native pagoda
#

Anyone know some good channels that document their entire game dev process? I'm stuck on my laptop while my main rig is being worked on and would like some stuff to watch in the meantime.

late vapor
grand grail
#

Hello guys, I am implementing an online multiplayer Board game with Unity and Photon. I am still hesitating about using either the MVC architecture or the EC architecture. What do you think is the best architecture pattern for these types of games in Unity and Photon ? Should I separate the Visual from the logic ?

clever void
#

this game design is more for narrative and.. design, not code architecture

grand grail
#

ok thank you. Sorry about that

teal night
#

anyone know any good unity tutorials???

sudden pendant
tepid pivot
#

anyone came across a horror version of spongebob squarepants theme?

#

need it for the main menu of my horror game

deep canyon
#

Hi I have a question: If I'm trying to make a 2D game similar to diner dash (mouse exclusive, clicks, drags, etc), would I use the canvas for the intractable objects (because of the convenient event handler) or would it be better to just have them as sprite renderers and figure it out from there? (Please @ me for responses)

somber rune
# tepid pivot need it for the main menu of my horror game

R3 Music Box is arranging a song to the music box version.
Enjoy the healing music box sound.
I will upload new song every day at 9:00PM(japan time), so please subscribe to R3 Music Box channel.

▼Click here to subscribe
https://www.youtube.com/c/r3musicboxenglish?sub_confirmation=1

▼Search for videos in R3 Music Box
https://www.youtube.com/res...

▶ Play video
#

Anything music box is creepy

true coral
#

I mean... that specific music box track does feel a little upbeat. Maybe it would be more creepy if the notes came at a slower rate

lapis turtle
#

anyone knows why when i build a proyect it change some things, my game object is moving differently

sturdy olive
#

what is the code to pick up guns in fps game ??

stoic nacelle
#

any adobe illustrator user

cold onyx
#

hello?

plush flicker
#

hello

toxic nexus
cold onyx
#

hey all I'm wondering if you could tell me some tool(s) you are needing in your game development process? For example, something that makes textures tileable, or a generative pixel art tool, or something like that.

#

hopefully something I could distribute on itch.io, but I could make it a unity package if need be 🙂

gentle badge
#

i hate this stage of development

calm folio
#

should I locate my sci-fi fps on a spaceship or on earth?

keen bramble
# calm folio should I locate my sci-fi fps on a spaceship or on earth?

I think, If it's round-based you should locate it on earth, because there is a lot of places where you can locate your future maps. Of course you can make somethink like spaceship from System shock, but this type of places usually represent by narrow corridors and one-style interiors.

cold onyx
gentle badge
#

ah you know what, i wasnt responding to you but if you can make a tool that could help with map design and polish that would be great!

#

maybe some sort of tool that can give you reference images for something youre trying to make

#

like, the interior of a house so you dont leave out little details like electrical sockets by accident

#

i know you could just google these images but a lot of stock photo houses arent exactly super accurate

#

i found myself using a google maps screenshot as a reference image to make roads in blender last night too, so a tool that can make roads from google maps would be pretty sick

sudden pendant
#

@tepid pivot This isn't the place to ask for free work. Use #854851968446365696 for where you can post for jobs and collaborations.

brazen lance
#

unity 2019.4.28f1 hdrp keeps crashing when starting, due to occulsion tab being open. anyone have any idea of what to do?

calm folio
brazen thistle
#

so I need a system for melee combat, what's the best way to do it? right now i'm just spawning a hitbox in front of the player to check for enemies but I realized that method is dumb as hell probably

#

i have the arms under the map being rendered to a canvas but i'm probably just gonna attach them to the player

wraith echo
#

I was gonna ask if anyone had a video or link for a guide on how to make a visual novel? Im trying to make my first game and im trying to get a clearer video than the first few videos that pop up Youtube, I dont know if im supposed to ask here but if anyone can help that would be great

#

Oh for reference im using C#

clever void
#

any C# tutorials, Unity Learn's basic scripting tutorial?

wraith echo
#

Im completely new to coding as well

clever void
wraith echo
clever void
#

I will not suggest any youtube channels because they usually just encourage people to copy blindly and not learn. and the ones that do teach programming concepts are usually a bit too advanced for beginners ( take this with a pinch of salt because my background is learning to program and use Unity in college, so I may be biased. Also tired of people blindly copying Brackeys and asking people to fix the problem)

#

Be patient. Start small. You will come out the other end much better. #💻┃code-beginner is here to help if you don't understand the things in the links I've sent

wraith echo
#

Okay thank you, if im still confused on some things ill come back and ask again! Have a good day

jagged forge
#

which of those two is better?

#

or maybe even

west maple
#

the first

vale zinc
#

So after some thought I came up with an idea for lore for my game:

You wake up in a poorly cared for space station run by robots, the robots are dangerous and try to kill you a lot, you have to solve puzzles in order to get to the escape pods

#

any critique on it?

mint current
#

This could also add another objective in the game :)

calm folio
#

can you elaborate?

#

i kinda wanted some dystopian theme tbh

#

but i might keep that idea in mind

cold onyx
fast jungle
#

Guys, I'm really unsure.

I have a 3D Platformer with climbing mechanics. Think Assassin's Creed, but with a static cam.

Currently, when the player walks into a wall, he climbs it. That feels nice for the moment you just climb up.

As soon as you climb around an edge, climbing Y changes to climbing X or the other way around. And that feels strange.

Do you have an idea to improve the concept?

#

In my example the player pushes the left stick to the right.

If the player is right next to the wall, the player walks up.
If the player is in front of the wall, the player walks right.

Totally fine for the moment, but the switch when going from right wall to front wall feels awkward because you have to push the stick from right to top in that exact time to stay on line.

vivid charm
west burrow
clever void
grand cargo
#

how would you do this kind of platforming in unity? would you do it in 2d mode?

cold onyx
#

If i want to collect data, I know I should have a privacy policy in place, but I don't know if there should be any other legal requirement such as registration or other things. So my qeustion is if I want to collect data, should i only write a clear privacy policy and that's it?

#

Btw I also don't have an LLC or a registered sole proprietor

cold citrus
#

guys is there any good tutorial or document about Making a game step by step i'm having some trouble about it i need help about it

rotund plume
# grand cargo how would you do this kind of platforming in unity? would you do it in 2d mode?

This would be a top down thing you could do in 2D for sure. I'm working on a top down and im using the More Mountains Top Down Engine asset. Really helpful for me since I don't have a background in coding or game design, but you can do stuff like jump over things. Just think in your mind that the places they are jumping are invisible barriers/colliders that you can pass through or not.

rotund plume
#

But there are tons of tutorials and guides out there for things like isometric 2D or isometric 3D, how to make a pokemon battle system, etc. You just have to dig a little bit for things that are specific.

#

I'm creating a notification to pop up when I save a game and I have it set up so when you click Save, it fires the sprite animation (1 frame showing the sprite then 1 that disables it). The issue is that when it fires, it doesn't play the animation all the way through and stops almost immediately, freezing on the menu screen and I can't click anything around it. Any possible ideas to what's happening?

#

the animation timeline (works when I preview it but not in game)

#

this is in-game. the Animator fires, then hangs there and doesn't progress. Causing the GAME SAVED to just sit there.

#

Here is my Save button object with a Save System Events attached to it. I have 2 items on the Save Start() event. One makes the GAME SAVED icon turn active so you see it when you click it, then the other one have the Animator.Play the GAME SAVED animation. So there must be something I'm doing wrong here maybe on the Save System Events?

#

Here are details on my Icon saving animation. Loop time is turned off btw

grand cargo
#

especially for jumping ive looked around i havent found a guide or anything yet

cold citrus
gentle badge
#

i wanna make an asset for the asset store to get together just a little bit of money to put into my project, what is an asset you guys would like to see to help with your games that you cant find?

cold citrus
gentle badge
#

i dont wanna screw someone else out of money though

cold citrus
#

its not screwing its fair, cause i found some simple assets too expensive and some really compicated and good ones are cheap

gentle badge
#

could you give some examples of the simple yet expensive ones?

cold citrus
#

unity community has to be helpfull eachother for newbies or u know other devs

#

wait

gentle badge
#

i agree, devs should support other devs

#

no price gauging or anything

#

i dont wanna sell assets for expensive prices

cold citrus
#

its just first person controlelr with some examples and for me its too expensive i just create my own first person controller today and it just take 4 hours from strach

#

i read some articles about making animations controlled by scripts, and some of making body transparent for player but need full shadow cause player can look down he need to see legs and the all body shadow

#

adding some custom input manager and done

#

and one example about good devs

#

this guy made all of horor fps systems u cna made a game from single asset like this and its 45$ really cheap

#

there is no more example like him and if u check the futures of this package and try to buy all of them one buy one its cost like 500$ i guess or maybe u cant find any free or paid asset

#

at the and some devs deserves theirs money some of them not, u try to be deserving ones 🙂 my own opinion

shrewd estuary
#

for loading optimization... lots of small textures or a few large. I have some atlases at about 10/11 mb each, about uh, 6. 4096 size. Better to split into 12 2048 ones?

gentle badge
#

@shrewd estuary i would imagine you could load in parallel like that so yeah

#

but i dont know much

rare tree
cold citrus
#

im not judging btw just telling my opininon

rare tree
cold citrus
#

basicly everthing i need and more

zinc timber
#

Hey all, I’m looking for some loose ideas for a small hobby game. It’s essentially a strict top down 2d game where you have a robot made up of physical ‘parts’ and logic ‘gears’ that are essentially the bot ai

#

I have a fundamental prototype with some generic parts and gears but I’m trying to figure out how to stratify the parts and gears in such a way that it’s both interchangeable and fun. I’d like to have gears with many use cases for different parts

#

I can give more info if anyone is keen to chat

leaden thistle
#

I have a good sense of game design and art/composition, if anyone would like some feedback on their games dm me. (prefferably VR games)
I plan on making a video reviewing discord's VR games, so if you have any link to where people can find you I can link please send me them

cold onyx
#

I have idea for a driving game if anyone wants to crack it. Don't think there's any others in this style, but out of everyone I've sampled on the idea, it seems popular.

#

So a driving game much like Eurotruck.. But suburban focused with cars and vans where you deliver parcels / food / etc

atomic pelican
#

So what if I wanted to make a game like Simulacra or "found phone style game"?

sterile lodge
#

I'm making a game, and the terrain has grass all over. I edited some of the terrain and It will not load the grass in the area that i recently raised and edited and when I step on that part, I fall through the ground. How do I fix this?

clever void
twin lance
#

Hey, I was wondering whether I should learn Unity or game maker for 2d games

cold onyx
#

How do I achieve silent hills P.T effects? like FOV, headbob, which render pipeline should I use?

sudden pendant
#

Either, FOV and headbobbing aren't rendering specific.

cold onyx
#

is there any other game design channels\ or just this one

sudden pendant
boreal lark
#

anyone have a font similar to this one?

sudden pendant
boreal lark
#

Thank you, I found some fonts

snow island
#

Hey guys! Had a quick game design question for everyone in regards to leaderboards.

#

I've been pondering when to show a little indicator that shows the player they have moved up in a leaderboard.

#

And was wondering the following

#

Given you complete a timed level successfully in a game (lower time is better) when would you expect to see an indicator to "check the leaderboards now"

#

My initial thought was whenever you move up in the leaderboard you should be shown a little up arrow next to the "open leaderboard" button

#

however i'm not sure if this makes sense. Reason being, if you moved up in the leaderboard you could still be at a lower point then your last placement. This is due to someone else beating your position in the interim.

simple tusk
#

does anyone have an idea what I could add

#

it looks a bit empty

teal yacht
#

You should add a set of like risers on the back with some spectators

simple tusk
#

i will add some spectators

#

or i can add some flags

teal yacht
#

Hmm you might have this planned already, but might I suggest goalposts

simple tusk
#

you cant see it on the picture

teal yacht
#

No?

simple tusk
#

i will send a picture

teal yacht
#

Alright

simple tusk
#

the camera moves with the ball

primal sandal
simple tusk
#

and thanks for the tip 😄

primal sandal
#

I dont know if the just bacmground setting can be set to a gradient, but worst case scenario you could always use set an image as the background and put the gradient there

simple tusk
#

k

primal sandal
#

If you do add a gradient to the ground though, make sure you apply it to the white lines as well, otherwise they will look photoshopped on

simple tusk
#

ouh ok

#

can i add a gradient to an object in Unity?

lone stump
#

you mean like a color gradient?

simple tusk
#

yes

lone stump
#

i believe the shader graph is available for 2d games

simple tusk
#

i will try it

#

thx

burnt vortex
#

Is it best if i cache the userdata? or just fetch the server for the userdata everytime he opens the app.

viral wadi
burnt vortex
late vapor
#

did you make that for the itch.io minijam?

grand cargo
#

can someone help me i cant figure out why unity cant slice a sprite sheet i have automatically I just dont want to do it one by one it seems like it can do it since the colors for cells are different

simple tusk
#

in which GameJam did you see it?

main needle
#

help me i am noob how do i add post processing to my 2d game

hard fog
main needle
#

thanks

cold onyx
#

What are your favorite game mechanics?

grave raft
#

I am making a game (2d platformer), how do I know what the proper resolution and pixels per inch for my assets would be?

lilac thistle
#

games i finally did it

#

gamers*

#

i made a really bad multiplayer game

wispy portal
#

always bad multiplayer is it's singleplayer only

#

🤣

lilac thistle
#

nope

#

@wispy portalit is for more than one person

dire gorge
#

Is there a decent solution for Decals in URP?

lilac thistle
#

o.o

main needle
#

help pls

#

i dont have this

#

i have this

snow nacelle
#

Do you have a MainMenu script attached to the object you dragged into the slot?

main needle
#

yes

snow nacelle
#

Do you currently have any errors in your console?

main needle
#

wait

snow nacelle
#

Make sure the name of the script file matches the name of the class contained within the file

#

it is case sensitive

main needle
#

@snow nacelle look

main needle
#

how do i change the name of my project in visual studio

ocean comet
gaunt summit
#

im looking to redevelop my main menu, and im looking for feedback on this rough sketch i've drawn up

#

i'm planning on the moving Buildscape to the top mid

bright sleet
#

Ok, so I don't know if this is the right place to ask, but I really need help with the design for my game, i've spent about 8 hours now trying to come up with a unique and interesting idea to add to my rhythm based RPG game and i'm stumped for the rhythm element, I have this, but it feels too generic and simple to me and I would rather something that evolves as you go through the game. Any suggestions at all would help.

#

I've taken some inspiration from the game Everhood, where you instead dodge projectiles coming down lane, but have decided not to use this in my game as it would be too close, though I do enjoy the idea of dodging notes, so if possible that would be an idea

quiet wind
#

does anybody know how to make a moving rigidbody not go through colliders? the rigidbody has collision detection on continueos

cold onyx
#

Should I work on my mechanics first (AI, Input, player mechanics, etc) or just make my game and work on it as I need it?

stoic nacelle
#

i have been using unity for 2 month and i started by ceating my own game now its 80 % finished and working at the same time on another game so i think u should create ur game and learn from creating it

cold onyx
#

I mean yeah

#

But i mean

#

creating ai and stuff first

#

before you make the actual game

stoic nacelle
#

u mean the main menu

#

settings quit game and stuff

cold onyx
#

no

#

ai

#

like pathfinding and stuff

#

audio

#

ui

stoic nacelle
#

well this is the actual game

cold onyx
#

ok yes let me rephrase

#

should I work on the mechanics so later on I know they will work

stoic nacelle
#

yes

cold onyx
#

ok thanks

#

thats what I was wondering

stoic nacelle
#

🙂

feral jolt
#

I tend to create a minimum viable product and see if the concept itself can work. Make it look pretty and have polish later

cold onyx
#

Ok so basically what you're saying is don't bother making my full demo right now

#

just make sure the mechanics work

feral jolt
#

Yeah

gleaming valley
#

That's what game design means..

cold onyx
#

Oh I thought it was just making a game in general

#

I didn't know it was just restricted to just making sure mechanics work

gleaming valley
#

No.

#

If you want help on the different departments in game development just watch riot games youtube channel.

cold onyx
#

If anyone needs any guns for their games please dm me with a concept (in 3d)

#

I am running out of ideas for art and I will do the guns for free

#

do NOT ask me to make a double barrel shotgun

#

ever.

cold onyx
#

i can't really make trees

#

i can make you a cute little log cabin

cedar frigate
#

I was going to ask you to draw me some 8x8 skeletons, then i realised its an 8x8 skeleton so i should be okay

cold onyx
#

i forgot to add that

#

anything in 2d is impossible

#

for me

cedar frigate
cold onyx
#

yo guys i need some help i was trying to add a scroll feature in my inv and i am using mask and scrollrect but when i put both of them and select like clamped for exmaple the inv doesnt move at all and when i use unrestricted its goes into out of the screen and when i use elastic it just makes it move a little i dont want it to go out of the screen how do i do this and pls help i am kinda new to game dev

cold onyx
cedar frigate
#

I could extrude a cube

#

thatw as abotu it

north coral
#

What's a good way to differentiate different camera types to the player? I have an object the camera follows, and when the camera is following the player can interact with this object. I let the player switch to a free-look camera to move around the map, but I don't want the player to interact with the object because it might not be on-screen.

So I have an icon in the hud that shows different images for the follow or free-look camera, but I'm not sure if that is going to be obvious enough if a player get the camera close to the follow position and tries to interact. I don't want to make too much friction there.

What can I do to make these two camera modes more obvious?

harsh nexus
#

guys, picture yourself holding a bow in a game, how long is too long for it too charge to the max, and what's your preferred charging time. Say, this game is doom-like

cold onyx
#

meaning like

#

you take a scrawny skinny weak guy and tell him to break this hammer and you do the same to a bodybuilder

#

one of them is gonna do it way faster

#

so u could say "my guy is really strong" make it take 2 seconds or "my guy is the definition of scrawny" make it take 5 seconds

harsh nexus
#

got it, thanks a bunch

wise osprey
cedar frigate
#

3d is just making shapes

wise osprey
#

I’m a modeler and I can tell you it’s much more then that

cedar frigate
#

oh yeah I know I've tried it

#

i definetly find 3d harder

#

by miles

wise osprey
#

You use tools to do it

late vapor
#

make a belt fed triple barrel shotgun

wise osprey
cold onyx
cold onyx
cold onyx
#

but for blender its tge same fore other people

burnt peak
#

Hey do you thing pixel voxel games like minecraft, terraria or VintageStory are still fun and popular?

main jasper
cold onyx
main jasper
#

if you make something fun i doubt anyone cares

barren dune
barren dune
late vapor
#

art style is not the biggest reason one keeps playing a game

#

It is a major contributing factor

crisp spear
#

its so hard to develop game by myself :/

#

im doing everything like drawing, sounds etc.

sudden pendant
#

Well, at the very least, you can appreciate why large professional games take hundreds of people, multiple years, to create.

main needle
cold onyx
#

Got a question for you guys. How much should this light flicker to get it noticeable?

#

I kinda want a eerie setting since this is a horror game

barren dune
barren dune
#

Visuals and sound are most important things for horror games

#

Basically good horror game its game that plays with players attention.
Playing with pathology

cold onyx
#

Well the bulb shouldnt break

#

its just gonna be flickering

barren dune
#

And you want make it noticeable?

#

Then it should be only light in room

cold onyx
#

yes

#

ok

barren dune
main needle
#

does anyone know why i cant jump in my game

sudden pendant
vale zinc
#

Can somebody tell me if my game ideas are good

#

Theft game where there is a sound tracker, if your too loud you lose, if you get caught by a camera you lose, if you open an alarmed door without disabling it you lose, you can buy upgrades that allow you to interact with things faster, run faster, be quieter, or be able to hack things (which will be needed in harder levels) there are 4 level ideas so far,
1: Bank
2: Office
3: Mall
4: Cruise Ship
And you have to buy the upgrades using the money you earned from robberies, that’s all the ideas there are so far

steep kernel
#

My idea is make minecraft 2d

#

Inspirado en Stardew Valley

#

But minecraft

#

But

#

No se programar aun

#

I dont speak english xd

sudden pendant
#

What a wildly incorrect claim.

modern condor
#

Im making a donut clicker game and I dont have ideas for upgrades

vale zinc
#

lol, it’s more of a test of my abilities than a game that’s going to make money

late vapor
#

hard disagree

mint current
dire gorge
#

I'm trying to use the Unity Starter assets and its telling me one of the scripts is missing. Can you tell me which it is?

sudden pendant
late vapor
#

🤡

gentle badge
#

new wr 0.12 seconds

late vapor
#

I mean

#

interesting mechanic

#

but of course, people are going to overuse it now

late vapor
#

now

#

Pure art and music don't make a game

#

and calling me biased and then asserting that music/visuals are most important is peak irony

#

bro

#

????????

#

so people that play fortnite only play for the taunts and nasty cartoon style rather than a multiplayer battle royale?

#

people play postal 2 because they want the generic 2000s audio library sfx and poorly executed poto textures and not a sprawling open world and unparalleled freedom?

#

people play tetris because they like the beeps and boops and 4 solid colors of the blocks?

#

apparently I am

#

If I think music isnt the most important part of a video game

#

GAMEPLAY

#

MECHANICS

#

ok smartass

#

tell me

sudden pendant
#

Let's all agree that different aspects make a game enjoyable. There's obviously not one thing.